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SDK 1.3
SDK 1.3
  • Welcome
  • Overview
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  • Getting started
    • Get the Unity SDK
    • Setup a project
      • Scene setup
      • Prefab setup
      • Sample connection UIs
      • Local development
        • Local testing using Builds
        • Local testing via Unity's Multiplayer Play Mode (MPPM)
        • Local testing via ParrelSync
      • Test in the cloud
        • Deploy a Replication Server
        • Share builds
    • Video tutorials
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      • Package samples
      • First Steps tutorial
        • 1. Basic syncing
          • 1.2. Animation parameters
          • 1.3. Sending commands
        • 2. Physics / Authority transfer
        • 3. Areas of interest
        • 4. Parenting entities
        • 5. Complex hierarchies
        • 6. Persistence
      • Campfire project
        • Game mechanics
        • Leveraging object pooling
        • Remote interactions: Chairs
        • Remote interactions: Trees
        • 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
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      • CoherenceLiveQuery
      • CoherenceTagQuery
      • PrefabSyncGroup
      • CoherenceInput
      • Order of execution
    • Networking state changes
      • Supported types
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      • Syncing child GameObjects
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      • CoherenceSync references
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
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      • Rigid Bodies
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    • Lifetime
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      • Example: A global counter
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      • 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
        • Continuous Integration
      • 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
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    • ECS / DOTS support
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      • Upgrade 0.10 -> 1.0
      • Upgrade 0.9 -> 0.10
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  1. Manual
  2. Advanced topics

Schema explained

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While the schema is a central concept in coherence, most developers won't need to worry about how it works internally, as the coherence SDK automates most of the work involved.

This article is only interesting to those who want to understand more about the internals of how schemas work in coherence.

The schema is a text file defining the structure of the game world from the network's point of view. The schema is shared between the Replication Server, Simulators and Game Clients. The world is generally divided in components and .

In other words, the schema defines what, how much, how fast and how precisely data is being exchanged between clients and the Replication Server.

The schema file has two uses in your project:

  1. As a basis for code generation, creating various structs and methods that can be used in your project to communicate with the Replication Server.

  2. As a description for the Replication Server, telling it how the data in your project looks like – to receive, store, and send this data to its Clients.

When using MonoBehaviours and CoherenceSync you often don't need to interact with the schema directly. Here's an example of a small schema:

component Player
  name String64
  score Int
  
component Enemy
  speed Float
  hp Int
  poisonous Bool

If you're unsure where schema files are located, you can easily search through the project using Unity's project search window, witht:Coherence.SchemaAsset

To learn more about the types and definitions available in a schema, see the .

specification
archetypes