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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
      • 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
      • Advanced Simulator Authority
      • 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
        • Steam Relay
        • Epic Online Services (EOS) Relay
        • Azure PlayFab Relay
  • Support
    • Release notes
    • Glossary
    • Unreal Engine support
    • WebGL support
    • ECS / DOTS support
    • Known issues
    • Upgrade guide
      • Upgrade 1.6 -> 1.7
      • Upgrade 1.5 -> 1.6
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      • 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
  • Am I a Simulator ?
  • Server-side simulation
  • Connecting Simulators automatically to RS: AutoSimulatorConnection Component

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  1. Manual
  2. Simulators (Servers)

Scripting: Client vs Simulator

When scripting Simulators, we need mechanisms to tell them apart.

Am I a Simulator ?

Ask Coherence.SimulatorUtility.IsSimulator.

using Coherence;
using UnityEngine;

public class SimulatorClass : MonoBehaviour
{
    public void Awake()
    {
        if (SimulatorUtility.IsSimulator)
        {
            // I'm a simulator!
        }
    }
}

There are two ways you can tell coherence if the game build should behave as a Simulator:

  • COHERENCE_SIMULATOR preprocessor define.

  • --coherence-simulation-server command-line argument.

Connect and ConnectionType

The Connect method on Coherence.Network accepts a ConnectionType parameter.

using Coherence;
using Coherence.Connection;
using Coherence.Toolkit;
using UnityEngine;

public class ConnectAsSimulator : MonoBehaviour
{
    void Start()
    {
        var endpoint = new EndpointData
        {
            region = EndpointData.LocalRegion,
            host = "127.0.0.1",
            port = 32001,
            schemaId = RuntimeSettings.instance.SchemaID,
        };

        var bridge = FindAnyObjectByType<CoherenceBridge>();
        bridge.Connect(endpoint, ConnectionType.Simulator);
    }
}

COHERENCE_SIMULATOR

#if COHERENCE_SIMULATOR

// simulator-specific code

#endif

Whenever the project compiles with the COHERENCE_SIMULATOR preprocessor define, coherence understands that the game will act as a Simulator.

Command-line argument

Launching the game with --coherence-simulation-server will let coherence know that the loaded instance must act as a Simulator.

You can supply additional parameters to a Simulator that define its area of responsibility, e.g. a sector/quadrant to simulate Entities in and take authority over Entities wandering into it.

You can also build a special Simulator for AI, physics, etc.

Server-side simulation

You can define who simulates the object in the CoherenceSync inspector.

Connecting Simulators automatically to RS: AutoSimulatorConnection Component

coherence includes an auto-connect MonoBehaviour out of the box for Room- and World-based Simulators. The Component its called AutoSimulatorConnection.

Multi-Room Simulators have their own per-scene reconnect logic. The AutoSimulatorConnection components should not be enabled when working with Multi-Room Simulators.

If the Simulator is invoked with the --coherence-play-region parameter, AutoSimulatorConnection will try to reconnect to the Server located in that region.

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When you add the Component, it will parse the connection data passed with to connect to the given Replication Server automatically. This will also work for Simulators you upload to the coherence Cloud.

Command-line arguments
The custom build pipeline lets us define preprocessor defines like COHERENCE_SIMULATOR