Local Testing via ParrelSync

ParrelSync is an open-source project which allows you to open multiple Unity Editor instances, all pointing to the same Unity project (using Symbolic links).

Pros

  • Short iteration times

  • Easy to debug since every client is an Editor

Cons

  • Requires you to have multiple Unity Editors open

How to use?

  • Install ParrelSync as described in their Installation Instructions

    • UPM Package installation is preferred as coherence supports it out-of-the-box

    • If installing via .unitypackage, you need to set CloneMode.Enabled accordingly by yourself. For example, by adding the following script to an Editor folder in your project:

// Assets/Editor/CoherenceClone.cs
// This script is only needed if you're installing ParrelSync via .unitypackage

using Coherence.Editor;

[InitializeOnLoad]
internal class CoherenceClone
{
  static CoherenceClone()
  {
    CloneMode.Enabled = ParrelSync.ClonesManager.IsClone();
  }
}
  • Open ParrelSync > Clones Manager. Create a new clone, and open it.

  • Continue development in the main Editor. Don't edit files in the clone Editors.

  • Make sure bake data is up-to-date before starting to test, and that the Replication Server is running with the latest schema generated by it.

  • Enter Play Mode on each Editor.

coherence tells apart ParrelSync clones from the main Editor, so it's easier for you to not edit assets in clones by mistake.

Inspecting a CoherenceSync on a Clone
Main Editor and a Clone Editor side by side

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