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SDK 1.3
SDK 1.3
  • Welcome
  • Overview
    • Features
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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
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    • 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
      • 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
      • Interpolation
    • Authority
      • Authority transfer
      • Server-authoritative setup
    • Lifetime
      • Persistence
      • Uniqueness
      • Example: A global counter
    • Parenting network entities
      • Direct children CoherenceSyncs
      • Deeply-nested CoherenceSyncs
      • 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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    • Unreal Engine support
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    • ECS / DOTS support
    • Known issues and troubleshooting
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      • Upgrade 1.2 -> 1.3
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  • CoherenceSyncConfig assets
  • The CoherenceSyncConfigRegistry

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  1. Manual

Asset management

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In this section we cover how coherence handles loading CoherenceSync Prefabs into memory and instantiating them when a new remote entity appears on the network.

CoherenceSyncConfig assets

Whenever you start synchronizing one of your Prefabs, either by adding the CoherenceSync component manually or clicking the Sync with coherence toggle in the Prefab inspector, coherence will create a CoherenceSyncConfig ScriptableObject to track the existence of this entity, and add it to a .

There is a 1:1 correspondence between a networked Prefab and its CoherenceSyncConfig object, so you can also edit the related CoherenceSyncConfig in the inspector of any CoherenceSync component:

The CoherenceSyncConfig object allows us to do the following:

  • Hard reference the prefab in Editor, this means that whenever we have to do postprocessing in synced prefabs, we don't have to do a lookup or load them from Resources.

  • Serialize the method of loading and instantiating this prefab in runtime.

  • Soft reference the prefab in Runtime with a GUID, this means we can access the loading and instantiating implementations without having to load the prefab itself into memory.

The CoherenceSyncConfigRegistry

Every time a CoherenceSyncConfig object is created, it gets added to a registry that is another ScriptableObject of type CoherenceSyncConfigRegistry.

You can inspect all of the CoherenceSyncConfig assets in one place in the CoherenceSync Objects window, found under the coherence > CoherenceSync Objects menu item:

This is a great way to see the configuration of different entities next to each other, and to do mass edits.

This object holds information on how a certain type of network entity is loaded and instantiated. As a user, the two main changeable options here are , and .

Assets/coherence/CoherenceSyncConfigs is the default location of all CoherenceSyncConfig objects.

You can also manually inspect the CoherenceSyncConfigRegistry by selecting it from Assets/coherence folder

📁
📁
Load via
Instantiate via
registry
A CoherenceSyncConfig
CoherenceSyncConfig in CoherenceSync Inspector
CoherenceSync Objects window