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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
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On this page
  • Run a local Replication Server
  • Run multiple instances of the game
  • Connect to the Replication Server

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  1. Getting started
  2. Setup a project

3. Test your game locally

Last updated 1 month ago

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Now we can build the project and try out network replication locally. To do so, we need to launch and connect to a .

Run a local Replication Server

You can run a local Replication Server directly on your machine! You can either:

  • Go to: coherence > Local Replication Server > Run for Rooms or Run for Worlds

  • In the Hub, open the Replication Server tab. From here, you can run a server for Rooms or Worlds:

Regardless of how you launch it, a new terminal window will open and display the running Replication Server:

If the console opens correctly and you don't see an error line (they show up in red), it means your Replication Server is running! Now you should be able to connect to it, in the game.

Run multiple instances of the game

It is often useful to be able to run multiple instances of your game on the same device. This allows you to simulate multiple player connections.

There are multiple ways to do this:

Dive into the individual pages to see our recommendation for each option.

Connect to the Replication Server

With the game and the RS running, you can now connect and play the game.

If you can't connect

Did you change something in the configuration of your connected Prefabs? You have to bake again, and restart the Replication Server.

Time to bake!


In this section, we:

  • Ran a local Replication Server

  • Saw how to run multiple instances of the game

  • Connected to the Replication Server

Whether you run a Replication Server for Rooms or for Worlds depends on , which in turn requires the correct corresponding .

of the game

Use the package (recommended, only available in Unity 6)

Use a third-party plugin, such as

Connecting is done using our API. For now, use one of the Sample UIs we provide. You should already have one in the scene if you followed the steps in the section.

You will notice it because there will be a little chef's hat next to the coherence folder, or a warning sign on Bake buttons:

Now that we know things work locally, it's time to !

which setup you plan to use
Sample UI
Make a build
Multiplayer Play Mode
ParrelSync
test the game in the coherence Cloud
Replication Server
Scene Setup
The Replication Server running in the Terminal