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SDK 1.4
SDK 1.4
  • Welcome
  • Overview
    • Features
    • Roadmap
  • Getting started
    • Get the Unity SDK
    • Setup a project
      • 1. Scene setup
      • 2. Prefab setup
      • 3. Test your game locally
        • Local testing using builds
        • Local testing via Unity's Multiplayer Play Mode
        • Local testing via ParrelSync
      • 4. Test in the cloud
        • Deploy a Replication Server
        • Share builds
    • How to... ?
    • Video tutorials
    • Samples and tutorials
      • Package samples
      • Sample Connection UIs
      • 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
    • Troubleshooting
  • Manual
    • Unity Components
      • CoherenceSync
      • CoherenceBridge
      • CoherenceNode
      • CoherenceLiveQuery
      • CoherenceTagQuery
      • PrefabSyncGroup
      • CoherenceInput
      • Order of execution
    • Networking state changes
      • Instantiate and Destroy Objects
      • Supported types
      • Messaging with Commands
      • Syncing child GameObjects
      • Animation
      • CoherenceSync references
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
      • Creating your own syncable member
      • Custom Component Actions
      • 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
      • Instantiating from CoherenceSyncConfig
      • Instantiate via
      • Load via
    • 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
        • Cloud Storage
        • Key-Value Store (Legacy)
      • coherence Cloud APIs
        • Worlds API
        • Rooms API
        • Lobbies API
        • Game Services
          • Authentication Service (Player Accounts)
          • Cloud Storage
          • Key-Value Store (Legacy)
    • Peer-to-peer
      • Implementing Client hosting
  • Support
    • Release notes
    • Glossary
    • Unreal Engine support
    • WebGL support
    • ECS / DOTS support
    • Known issues
    • Upgrade guide
      • Upgrade 1.3 🠚 1.4
      • 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
    • Report a bug
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  1. Getting started
  2. Setup a project
  3. 3. Test your game locally

Local testing using builds

Last updated 5 months ago

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An easy way to test your game locally is to simply create a build, and open several instances of it.

You can also connect the Editor alongside the builds, with the extra benefit of being able to inspect the hierarchy and the state of its GameObjects.

Pros

  • Easy to distribute amongst team members and testers

  • Well-understood workflow

  • Can test with device-specific constraints (smartphones, consoles, ...)

Cons

  • Not the shortest iteration time, as you need to continuously make builds

  • Harder to debug on the builds (requires custom tooling on your side to do so)

Steps to create a build

Make sure you've read through Local Development and have started a .

Let's create a standalone build. Before we do so, check a few settings:

  • In Project Settings > Player make sure that the Run in Background option is checked.

  • Go to Project Settings > Player and change the Fullscreen Mode to Windowed and enable Resizable Window. This will make it much easier to observe standalone builds side-by-side when testing networking.

With these in place, we're ready to build.

  • Open the Build Settings window (File > Build Settings). Click on Add Open Scenes to add the current scene to the build.

  • Click Build and Run.

  • When the build is done, start another instance of the executable (or run the project in Unity by just hitting Play).

  • Click Connect in the connection UIs on both clients. Now, try focusing on one and using WASD keys. You will see the box move on the other side as well.

Select a folder (e.g. Builds) and click OK.

📂
Local Replication Server