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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
  • Simulators
  • Replication Server & Send Frequency
  • Recent Rooms Table
  • Creating, Fetching and Joining Rooms in Unity
  • Closing Rooms
  • Current Limits

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  1. Hosting
  2. coherence Cloud

Configure Rooms

From the Online Dashboard, you can configure how Rooms are created through the SDK in the coherence cloud.

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From the left sidebar, select Rooms. On this page you can:

  • choose the regions you want to allow your rooms to be created in

  • enable Simulators for your Rooms

  • view a list of recently created Rooms

  • view a list of recently uploaded Simulators

Simulators

Replication Server & Send Frequency

The packet frequencies for sending and receiving data can be adjusted per project. It is part of the Advanced Config section and adjusting the frequencies is available only for paid plans.

Recent Rooms Table

The Recent Rooms Table provide a quick view of the recently created Rooms with the following information per column:

Column name
Description

ID

ID of the Room.

KV/Tags

Key-value pairs associated with the Room, followed by Tags attached to the Room.

SDK/Schema

SDK version used by the Room, followed by the Schema ID used by the Room.

Logs

Allows viewing Room logs and Replication Server (RS) logs.

IP

IP address of the Replication Server attached to the Room, followed by a region indicator.

Room Status

Status of the Room (Open or Closed).

Created

Time duration since the Room creation.

Sim Status

Status of the Simulator attached to the Room (Starting, Started, Stopped).

Sim

Sim Slug for the Room.

Messages

Messages from the Simulator orchestration. This field is usually empty but will contain a message if an issue happened with the Simulator life-cycle. The message provides the reason for the Simulator's current state (usually Stopped). Once a Simulator is stopped (for Room inactivity for instance), the Message column will mention Idle-stopped.

Creating, Fetching and Joining Rooms in Unity

Closing Rooms

Rooms are automatically closed within a few minutes after the last player has left the room. This can be changed in the Advanced Config section.

Current Limits

Current limits for Rooms are as follows: Players

The default setting is 10 players hosted, but you can specify your own value anywhere between 2 and 100 players.

To support more than a 100 players per room, write to devrel@coherence.io

Entities

1000 by default, but can be increased up to 65535 in local development or client-hosted scenarios.

When creating a room viaReplicationServerRoomsService.CreateRoom you can pass SelfHostedRoomCreationOptions as creation options.\

To change the Entity limit just set the SelfHostedRoomCreationOptions.MaxEntities to a desired value.

From the Online Dashboard, you can configure what size you want your instances to be. To attach a Simulator to a Room, send the uploaded through the SDK with the Rooms creation request. When using the to create Rooms, the Simulator uploaded through the SDK is automatically assigned in the creation request.

Please refer to the section.

There is no UI button for increasing the supported player count, so you need to work through our .

Simulator
"Simulator slug"
Unity Cloud Service API
Cloud Service API: Rooms
Rooms API
Configuring rooms in the Online Dashboard
Recent Rooms view.