How to... ?
A collection of frequently asked questions, and where to find the answers
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A collection of frequently asked questions, and where to find the answers
Last updated
Was this helpful?
All Clients have to connect to a Replication Server, which can or .
There is no specific place to designate a special . Any script can create it, by just instantiating a Prefab.
Spawning is done by simply instantiating a Prefab that has a CoherenceSync, using the Instantiate()
API. Same for removing entities, using the Destroy()
API. Read more about .
Syncing individual values of the can simply be done using the . If a type is not supported, you can send the value using a as an index, or by reducing it to a byte array, and reconstructing it on arrival.
provide a view on who is connected at any given time.
Messages (or RPCs) in coherence are called . We also have a video on .
To make all connected Clients move to a new scene, you can create a method that loads the scene and mark it as a . Then, from one of the Clients you would send that Network Command on all others (and to themselves) by selecting as destination MessageTarget.All
.
Servers in coherence are called . You can also watch an .
To allow client-side prediction, start by on the properties you want to do prediction for. Implement your prediction code, and listen for incoming updates by . When the update arrives, you can reconcile the predicted state and the new, incoming sample in a way that fits your game best.
To create a functionality, you can leverage Network Commands to send strings (or byte arrays) to all connected Clients.
A pre-game chat can also be created by leveraging .