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SDK 1.6
SDK 1.6
  • 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... ?
    • Single-player to multiplayer
    • Video tutorials
    • Samples and tutorials
      • Package samples
      • Sample Connection UIs
      • First Steps tutorial
        • 1. Basic syncing
          • 1.1 Animation parameters
          • 1.2 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
      • CoherenceLiveQuery
      • CoherenceTagQuery
      • CoherenceGlobalQuery
      • CoherenceInput
      • CoherenceNode
      • PrefabSyncGroup
      • 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
    • Multiple Connections within a Game Instance
    • Baking (code generation)
      • Conditional compilation
    • Replication Server
      • Rooms and Worlds
      • Replication Server API
    • Simulators (Servers)
      • Scripting: Client vs Simulator
      • Run local Simulators
      • World Simulators
      • Room Simulators
      • Simulator slugs
      • 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
      • Replication Server CLI
      • Single-player gameplay
    • Scripting API
  • Hosting
    • Choosing where to host
    • coherence Cloud
      • Online Dashboard
      • Manage Worlds
      • Configure Rooms
      • Player Accounts
      • Game Services
        • Lobbies
        • Cloud Storage
        • Key-Value Store (Legacy)
      • APIs
        • Worlds
        • Rooms
        • Lobbies
        • 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 1.5 -> 1.6
      • Upgrade 1.4 -> 1.5
      • 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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On this page
  • Connect
  • Spawn the player
  • Spawn or destroy a network entity
  • Synchronise a value over the network
  • Find other connected Clients
  • Send a message to another Client
  • Move all connected Clients to a new scene together
  • Run logic on the server
  • Do client-side prediction
  • Create a chat

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  1. Getting started

How to... ?

A collection of frequently asked questions, and where to find the answers

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Connect

All Clients have to connect to a Replication Server, which can or .

Spawn the player

There is no specific place to designate a special . Any script can create it, by just instantiating a Prefab.

Spawn or destroy a network entity

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 .

Synchronise a value over the network

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.

Find other connected Clients

provide a view on who is connected at any given time.

Send a message to another Client

Move all connected Clients to a new scene together

Run logic on the server

Do client-side prediction

Create a chat

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 .

Network Command
simple in-game chat
in our cloud
instantiating and destroying
supported types
CoherenceSync component
Network Command
ClientConnections
Network Commands
Authority and Commands
Overview of Simulators
Simulators
disabling automatic updates
hooking into update callbacks
run locally
player Prefab
Lobbies