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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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  • 1.4.3
  • 1.4.1 & 1.4.2
  • 1.4

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  1. Support

Release notes

Last updated 3 months ago

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1.4.3

Published 18.02.2025

This was a hotfix release for an issue where the Replication Server was not being bundled correctly with the builds.

1.4.1 & 1.4.2

Published 05.02.2025

A couple of minor maintenance releases for Unity Asset Store compliance.

1.4

Published 30.01.2025

Check out the highlights in our and leave feedback in the !​ We have also updated the .

Added

  • Ordered commands.

  • Added safeguards to make sure bindings are not affected by automated processes when CloneMode.Enabled is set to True.

  • Added a new context menu item into the Optimization window, that can be used to apply optimizations for a binding from a base Prefab into all of its variants.

  • Support for launching self-hosted Replication Server in IL2CPP builds.

  • CoherenceBridge inspector now shows the transport used.

  • CoherenceSync and Baking now support any valid C# identifier name. This includes components, variables, commands and command parameters.

  • Prevented Unity linker from stripping code from coherence's assemblies and causing functionality to sometimes break when using high stripping levels.

Changed

  • Local simulator build remembers the last path and no longer prompts you when you re-build for the current session.

  • Changed the Matchmaking Sample to only write updates to the console when the number of players in the lobby changes.

  • Simplified log-in API.

  • If Project Settings > coherence > Logs > Console Level (Editor) is set to Debug, the COHERENCE_LOG_DEBUG symbol will be added to Simulator builds before compilation.

  • The configuration button in the coherence Sync editor window is now enabled in play mode.

  • The rooms sample dialog displays a warning if the 'Auto Login As Guest' flag is unchecked.

  • When replacement strategy is replace then the Entity is now disabled in the scene instead of left running.

  • "Run in background" warning will only show if the bridge is connected.

  • Building a local Simulator will auto-populate the path in the Run Local Simulator Build section of the coherence Hub.

  • Added method for updating arguments to the SimulatorUtility to enable using the Simulator utility without rebuilding local Simulators.

  • Improved error message if an attempt is made to transfer an orphaned entity.

  • Removed an error when destroying an entity the Client core didn't know about anyway.

  • Added description property to ITransport and an accessor in IClient. These are API breaking changes.

  • Backup world data has been placed behind a feature flag and disabled by default.

  • Improved CoherenceLiveQuery inspector.

Fixed

  • Fixed issue with errors appearing when selecting a Simulator build in coherence Hub > Simulators.

  • Fixed InvalidCastException that could happen in some rare situations when pressing the Sign Up / Login In button in coherence Hub.

  • Log an error when a network entity create arrives with an unknown asset ID.

  • Fixed warnings about inconsistent line endings when baking scripts on a Windows computer.

  • Selected organization and project are no longer cleared when logging in and out.

  • Fixed the validation to allow Only predict with input authority to be selected if a CoherenceInput was attached to a game object.

  • Fixed resource leaks when a CoherenceBridge is destroyed.

  • Fixed AuthToken.LoginAsGuest and LoginWithPassword failing the first time they are called if there's no session token.

  • Parenting a run-time instantiated entity to an existing nested Prefab race where the entity might not appear.

  • Culture settings could cause issues launching Replication Server from the menu/Hub. Command line options are now culture-independent.

  • Fixed an issue adding CoherenceInput to an unsaved prefab that might cause a nullref error to be displayed in the console.

  • Fixed matchmaking sample showing warnings for obsolete Unity classes.

  • Re-compiling a script could display an "Organization not set" warning in the project window if the coherence Hub was not open.

  • Removing invalid bindings stability.

  • Button style for Run Local Simulator in Hub's Simulator tab.

  • Changing interpolation from/to none hints a re-bake is required.

  • Warn about re-bake needed when creating CoherenceSync duplicates or variants.

  • HandleDisconnect exception handler now logs the correct AuthorityType.

  • Unique nested Prefabs would sometimes not replicate the children correctly.

  • Revisited stability of bindings around edge cases (invalid bindings, missing components, null references, duplicates...).

  • Fixed issue where removed components from Prefab instances could not be repaired.

  • Missing components are now displayed correctly in the Fix Prefab Instance dialog.

  • Fixed an issue when a local Simulator build is incorrectly marked as an invalid binary by MacOS running on Apple Silicon.

  • Avoid Prefab validation and updating when entering Play Mode.

  • Fixed issue where a replaced duplicate could be disabled in a bad network environment.

  • Commands referencing yet unknown entities are now being held onto until the referenced entities are received.

  • Fixed the simulator build path for Windows.

  • Name collision when using the lobbies sample if a class called Player exists in the project.

  • Compilation error when using a version of Test Framework below 1.4.4.

  • When using [Sync] and [Command] attributes, Prefab Variants will no longer create unnecessary binding overrides.

  • Fixed exception when changing INetworkObjectProvider (CoherenceSync editor's "Load via" setting) when the Prefab is within a subfolder (for example, Resources/Prefabs).

  • Missing reference when joining a cloud room on certain projects.

  • Upload build button disabled until build folder is selected again if project changes.

  • Interpolation overshoot is now limited instead of infinite.

  • Lowered interpolation latency and improved on some edge cases.

  • Improved reliability of CoherenceBridge's 'Auto Login As Guest' behavior.

  • Added message to the console if the project is run after an upgrade without baking first.

WebGL now uses makeDynCall() and UTF8ToString(). See .

1.4 blog post
forum thread
Upgrade Guide
Replace deprecated browser interaction code