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SDK 1.3
SDK 1.3
  • Welcome
  • Overview
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    • Get the Unity SDK
    • Setup a project
      • Scene setup
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        • Local testing using Builds
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        • Deploy a Replication Server
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      • Package samples
      • First Steps tutorial
        • 1. Basic syncing
          • 1.2. Animation parameters
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        • 5. Complex hierarchies
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      • Campfire project
        • Game mechanics
        • Leveraging object pooling
        • Remote interactions: Chairs
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        • A unique object with complex state
        • Custom instantiation and destruction
        • Running a server-side NPC
        • Playing audio and particles
        • A simple text chat
      • Beginner's guide to networking
  • Manual
    • Unity Components
      • CoherenceSync
      • CoherenceBridge
      • CoherenceNode
      • CoherenceLiveQuery
      • CoherenceTagQuery
      • PrefabSyncGroup
      • CoherenceInput
      • Order of execution
    • Networking state changes
      • Supported types
      • Messaging with Commands
      • Syncing child GameObjects
      • Animation
      • CoherenceSync references
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
      • Creating your own syncable member
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      • Rigid Bodies
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    • Authority
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      • Server-authoritative setup
    • Lifetime
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      • Uniqueness
      • Example: A global counter
    • Parenting network entities
      • Direct children CoherenceSyncs
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      • Nesting Prefabs at Edit time
    • Asset management
      • Instantiate via
      • Load via
      • Instantiating from CoherenceSyncConfig
    • Scene management
    • Baking (code generation)
    • Replication Server
      • Rooms and Worlds
      • Replication Server API
    • Simulators (Servers)
      • Scripting: Client vs Simulator
      • Run local Simulators
      • World Simulators
      • Room Simulators
      • Simulator slugs
      • Multi-Room Simulators
      • Build and Deploy
      • Command-line arguments
    • Client Connections
    • Optimization
      • Areas of Interest
      • Level of Detail (LOD)
      • Profiling
      • Simulation Frequency
    • Project Settings
    • Advanced topics
      • Big worlds
        • World Origin Shifting
        • Load balancing
      • Competitive games
        • Simulation Frame
        • Determinism, Prediction and Rollback
      • Team workflows
        • Version Control integration
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      • Schema explained
        • Specification
        • Field settings
        • Archetypes
      • Code Stripping
      • Command-line interface tools
      • Single-player gameplay
    • Scripting API
  • Hosting
    • Choosing where to host
    • coherence Cloud
      • Online Dashboard
      • Manage Worlds
      • Configure Rooms
      • Lobbies
      • Game Services
        • Account
        • Key-Value Store
      • coherence Cloud APIs
        • Worlds API
        • Rooms API
        • Lobbies API
        • Game Services
          • Authentication Service (Player Accounts)
          • Key-value store
    • Peer-to-peer
      • Implementing Client hosting
  • Support
    • Release notes
    • Glossary
    • Unreal Engine support
    • WebGL support
    • ECS / DOTS support
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      • Upgrade 1.2 -> 1.3
      • Upgrade 1.1 -> 1.2
      • Upgrade 1.0 -> 1.1
      • Upgrade 0.10 -> 1.0
      • Upgrade 0.9 -> 0.10
    • Credit cost & pricing
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  • Motivation
  • Description
  • Limitations
  • Using key-value store from Unity

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  1. Hosting
  2. coherence Cloud
  3. Game Services

Key-Value Store

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Motivation

coherence provides an API and a database for storing key-value pairs from within game sessions.

Description

The key-value store provides a simple way to store and retrieve data for the currently logged in player. For example, you could store the player's score, email address, or any other data.

This feature requires a .

Limitations

The keys must be alphanumerical strings, underscore or dash. Currently, only strings are accepted as values. If you need to store numbers or complex types like arrays, you have to convert them to strings.

The total amount of stored data (keys + values) cannot exceed 256 KB per player (TBD).

There is no limit how often the data is stored or retrieved.

Using key-value store from Unity

Please refer to the .

game account
Cloud Service API: Key-value store