LogoLogo
HomeOnline DashboardAPIDiscordForums
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
      • 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
Powered by GitBook
On this page
  • Major changes for CoherenceSyncConfigRegistry
  • Compilation Errors
  • Client Hosting

Was this helpful?

Export as PDF
  1. Support
  2. Upgrade guide

Upgrade 1.1 -> 1.2

Was this helpful?

Before upgrading, back up your project to avoid any data loss.

APIs marked as depracted on 1.0 and earlier are removed on 1.2. Make sure your project is not using them before upgrading.

Removed
Replacement

Sample UI

coherence / Explore Samples / Connection Dialog(s)

CoherenceSyncConfigManager

Source Generator baking strategy

Falls back to Assets baking strategy

Some components like the CoherenceBridgeSender don't exist anymore. If your project was using any of these legacy components, you might see warnings on the Console window while in Play Mode. You'll want to find the affected GameObjects and remove the missing component references. This is specially important for Prefabs, since missing components affect the ability to save them.

Major changes for CoherenceSyncConfigRegistry

There has been a major refactor on how we deal with the registry.

First off, we're deprecating the registry holding configs as sub-assets. This has been the default up to 1.1, but on 1.2, it has been changed to store the configs in the Assets/coherence/CoherenceSyncConfigs folder.

For 1.2, we have avoided manual migration of existing sub-assets. You can trigger this operation from the registry inspector (Assets/coherence/CoherenceSyncRegistry). We don't automate this operation, since the extraction changes the asset GUIDs of the configs, which could lead to missing references. This is specially true if your project is referencing the configs directly, instead of going through the registry. Keep this in mind when you decide to extract existing sub-assets.

It is important that you perform the forementioned migration as soon as possible, since SDK will be deprecating reading from sub-assets in upcoming releases.

If your project was using any registry-related APIs, you might see compilation errors on upgrade, since the APIs have changed considerably. Check the classes mentioned above.

Compilation Errors

Client Hosting

In this update, bundling the Replication Server has been revamped to work with Streaming Assets. On the Settings window, instead of different toggles per platform, there's now one unified toggle:

,

The APIs provided have changed too. Check , and . Exposed functionality has been documented.

When the package imports, if there are any compilation errors, Unity won't do a . This means the previous package is still in memory and executing, but the contents of the package (might) have changed drastically. This can yield numerous errors and warnings on the Console, that will fade away once the compilation (followed by a domain reload) is completed.

If, after compilation, you are still experiencing issues using the SDK (errors hitting the Bake button, the CoherenceSync component throwing exceptions or warnings that weren't there before the upgrade, etc.), please reach out to us on our or the .

CoherenceSyncConfigRegistry
CoherenceSyncConfigUtils
CoherenceSyncUtils
domain reload
Discord
Community forum
CoherenceSyncConfigUtils
CoherenceSyncUtils
📁
CoherenceSyncRegistry inspector