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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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  • Upgrading to a new version
  • Upgrade Guides

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  1. Support

Upgrade guide

Tips and best practices to upgrade the SDK while avoiding risk of data loss

Last updated 1 month ago

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If you wish to get started and install the coherence Unity SDK, please refer to the page.

Upgrading to a new version

Open Unity Package Manager under Window > Package Manager and check the Packages - coherence section. It will state the currently installed version and if there are any recommended updates available:

Upgrade Guides

When upgrading coherence, please do it one major or minor version at a time (considering semantic versioning, so MAJOR.MINOR.PATCH).

For example, if your project is on 0.7 and would like to upgrade to 1.0, upgrade from 0.7 to 0.8, then from 0.8 to 0.9, and so on. Always back up your project before upgrading, to avoid any risk of losing your data.

Versions prior to 0.9 are considered legacy. We don't provide a detailed upgrade guide for those versions.

Refer to the specific upgrade guides provided as subsections of this article.

Refer to the section at any time to find solutions to issues found during or after upgrading.

troubleshooting
installation
Unity Package Manager showing coherence installation