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SDK 1.6
SDK 1.6
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    • 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
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        • 1. Basic syncing
          • 1.1 Animation parameters
          • 1.2 Sending commands
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        • 4. Parenting entities
        • 5. Complex hierarchies
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      • Campfire project
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  • Manual
    • Unity Components
      • CoherenceSync
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      • Instantiating from CoherenceSyncConfig
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  1. Manual

Parenting network entities

How to parent CoherenceSync objects to each other

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Out of the box, coherence offers several options to handle parenting of networked entities. While some workflows are automatic, others require a specific component to be added.

Generally there is a distinction if the parenting happens at runtime vs. edit time, and whether the two entities are direct parent-child, or have a complex hierarchy. See below for each case.

At runtime:

  • : when you create a parent-child relationship of CoherenceSync objects at runtime.

  • : when you create a complex parent-child relationship of CoherenceSync objects at runtime.

At edit time:

  • : the developer prepares several connected Prefabs and nests them one to another before entering Play Mode. This covers both Prefabs in the scene and in the assets.

When preparing a CoherenceSync Prefab for use as a child object it is important to always configure the bindings so that position, rotation, and scale are bound. This will ensure that the proper transform state of the entity is maintained when it is parented to another CoherenceSync object.

Try it out in our interactive demo! Don't forget to also look at the .

First Steps
explanations
CoherenceSyncs as a direct child
Deeply-nested CoherenceSyncs
Nesting connected Prefabs assets
Make sure the child entity is prepared for parenting to another CoherenceSync entity