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SDK 1.7 Preview
SDK 1.7 Preview
  • 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
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      • CoherenceInput
      • CoherenceNode
      • PrefabSyncGroup
      • Order of execution
    • Networking state changes
      • Instantiate and Destroy Objects
      • Supported types
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      • Syncing child GameObjects
      • Animation
      • CoherenceSync references
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
      • Creating your own syncable member
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      • Rigid Bodies
      • Interpolation
    • Authority
      • Authority transfer
      • Server-authoritative setup
    • Lifetime
      • Persistence
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      • Example: A global counter
    • Parenting network entities
      • Direct children CoherenceSyncs
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      • Nesting Prefabs at Edit time
    • Asset management
      • Instantiating from CoherenceSyncConfig
      • Instantiate via
      • Load via
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    • Baking (code generation)
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      • Scripting: Client vs Simulator
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        • World Origin Shifting
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      • Schema explained
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  • Hosting
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      • Implementing Client hosting
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  1. Manual
  2. Networking state changes

Syncing child GameObjects

Binding to variables and methods within the hierarchy

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If a synced Prefab has a hierarchy, you can synchronize variables, methods and component actions for any of the child GameObjects within its hierarchy.

Note: on this page we cover children GameObjects or nested Prefabs that don't have their ownCoherenceSync. If a child object does have a CoherenceSync of their own, they become an independent network entity. For that, see the .

When the Configure window is open it will show the variables, methods and component actions available for synchronization for your currently selected GameObject.

First, make sure to be editing the Prefab in Prefab Mode:

Once in Prefab Mode and with the Configure window open, shift the selection to any of the GameObjects that belong to the hierarchy.

The Configure window will be updated automatically, showing you everything that is available to be synchronized on the child GameObject:

That's it!

Syncing properties, methods and component actions on child GameObjects doesn't require any different flow than what you usually do for the root object. They all get collected and networked as part of one single network entity.

Make sure to not destroy child GameObjects that have synced properties, or you will receive a warning in the Console. To destroy a synced object, always remove the root.

(you can totally destroy children that don't have any synced property)

After your changes to GameObject, don't forget to again to rebuild the netcode for the entity.

Bake
Parenting section
Configuration window showing Open in Prefab Mode.
A Prefab Stage showing Player, and configuring a child in the hierarchy.