Defines a network entity and what data to sync from the GameObject. Anything that needs to be synchronized over the network can use a CoherenceSync component. You can select data from your GameObject hierarchy that you'd like to sync across the network.

Queries an area of interest, so that you can read/write across the network on the desired location. In our Starter Project, the LiveQuery position is static with an extent large enough to cover the entire playable level. If the World was very large and potentially set over multiple Simulators, the LiveQuery could be attached to the playable character or camera.

Handles the connection between the coherence transport layer and the Unity scene.

Enables a Simulator to take control of the state authority of a Client's CoherenceSync, while retaining input authority.

This component is added by CoherenceSync on server-authoritative setups.