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SDK 1.6
SDK 1.6
  • 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
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  • Manual
    • Unity Components
      • CoherenceSync
      • CoherenceBridge
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      • Order of execution
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      • [OnValueSynced] Attribute
      • Creating your own syncable member
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    • Authority
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    • Lifetime
      • Persistence
      • Uniqueness
      • Example: A global counter
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      • Direct children CoherenceSyncs
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      • 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
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      • Scripting: Client vs Simulator
      • Run local Simulators
      • World Simulators
      • Room Simulators
      • Simulator slugs
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    • Client Connections
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      • 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
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        • Archetypes
      • Code stripping
      • Replication Server CLI
      • Single-player gameplay
    • Scripting API
  • Hosting
    • Choosing where to host
    • coherence Cloud
      • Online Dashboard
      • Manage Worlds
      • Configure Rooms
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      • APIs
        • Worlds
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    • Peer-to-peer
      • Implementing Client hosting
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  • Requirements
  • Testing Time

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  1. Getting started
  2. Setup a project
  3. 3. Test your game locally

Local testing using builds

Last updated 1 month ago

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An easy way to test your game locally is to simply create a build, and open several instances of it.

You can also connect the Editor alongside the builds, with the extra benefit of being able to inspect the hierarchy and the state of its GameObjects.

Pros

  • Easy to distribute amongst team members and testers

  • Well-understood workflow

  • Can test with device-specific constraints (smartphones, consoles, ...)

Cons

  • Not the shortest iteration time, as you need to continuously make builds

  • Harder to debug on the builds (requires custom tooling on your side to do so)

Read .

Make sure you've read through Local Development and have started a .

Requirements

Go to and:

  • Enable Run in Background.

  • Set to Always allowed.

  • Disable Force Single Instance.

  • (Optional) Set Fullscreen Mode to Windowed

  • (Optional) Enable Resizable Window.

Testing Time

  • Click Connect in the connection dialogs on both instances. Now, try focusing on one and using WASD keys. You will see the box move on the other side as well.

When the build is done, start two or more instances of the game. You can also test entering at the same time.

Unity's documentation on how to make a game build
Local Replication Server
Project Settings > Player
Play Mode