# Manual

- [Unity Components](/manual/components.md)
- [CoherenceSync](/manual/components/coherence-sync.md)
- [CoherenceBridge](/manual/components/coherence-bridge.md)
- [CoherenceLiveQuery](/manual/components/coherence-live-query.md)
- [CoherenceTagQuery](/manual/components/coherence-tag-query.md)
- [CoherenceGlobalQuery](/manual/components/coherenceglobalquery.md)
- [CoherenceCloudLogin](/manual/components/coherence-cloud-login.md)
- [CoherenceInput](/manual/components/coherenceinput.md)
- [CoherenceNode](/manual/components/coherence-node.md)
- [PrefabSyncGroup](/manual/components/prefab-sync-group.md)
- [Order of execution](/manual/components/order-of-execution.md)
- [Networking state changes](/manual/networking-state-changes.md)
- [Instantiate and Destroy Objects](/manual/networking-state-changes/instantiate-and-destroy-objects.md)
- [Supported types](/manual/networking-state-changes/supported-types.md)
- [Messaging with Commands](/manual/networking-state-changes/commands.md)
- [Syncing child GameObjects](/manual/networking-state-changes/child-gameobjects.md): Binding to variables and methods within the hierarchy
- [Animation](/manual/networking-state-changes/animation.md)
- [CoherenceSync references](/manual/networking-state-changes/coherence-sync-references.md)
- [\[Sync\] and \[Command\] Attributes](/manual/networking-state-changes/sync-and-command-attributes.md)
- [\[OnValueSynced\] Attribute](/manual/networking-state-changes/value-sync-attribute.md): Notifying State Changes
- [Creating your own syncable member](/manual/networking-state-changes/custom-bindings.md): Extending what can be synced from the Configure window
- [Custom Component Actions](/manual/networking-state-changes/custom-component-actions.md)
- [Rigid Bodies](/manual/networking-state-changes/rigid-bodies.md)
- [Interpolation](/manual/networking-state-changes/interpolation.md)
- [Syncing big data](/manual/networking-state-changes/syncing-big-data.md): Using fragmented channels to synchronize data that wouldn't usually fit in a packet.
- [Networking Voice](/manual/networking-voice.md)
- [Authority](/manual/authority.md)
- [Authority transfer](/manual/authority/authority-transfer.md)
- [Server-authoritative setup](/manual/authority/server-authoritative-setup.md)
- [Lifetime](/manual/lifetime.md)
- [Persistence](/manual/lifetime/persistence.md)
- [Uniqueness](/manual/lifetime/uniqueness.md)
- [Example: A global counter](/manual/lifetime/example-a-global-counter.md)
- [Parenting network entities](/manual/parenting-network-entities.md): How to parent CoherenceSync objects to each other
- [Direct children CoherenceSyncs](/manual/parenting-network-entities/direct-children.md): CoherenceSync direct parent-child relationships at runtime
- [Deeply-nested CoherenceSyncs](/manual/parenting-network-entities/deeply-nested-entities.md): Creating complex hierarchies of CoherenceSyncs at runtime
- [Nesting Prefabs at Edit time](/manual/parenting-network-entities/nesting-prefabs-at-edit-time.md): Preparing nested connected Prefabs at edit time
- [Asset management](/manual/asset-management.md)
- [Instantiating from CoherenceSyncConfig](/manual/asset-management/using-coherencesyncconfig-to-instantiate-gameobjects.md)
- [Instantiate via](/manual/asset-management/instantiate-via.md)
- [Load via](/manual/asset-management/load-via.md)
- [Scene management](/manual/scenes.md)
- [Multiple Connections within a Game Instance](/manual/multiple-connections-within-a-game-instance.md)
- [Baking (code generation)](/manual/baking-and-code-generation.md)
- [Conditional compilation](/manual/baking-and-code-generation/conditional-compilation.md)
- [Replication Server](/manual/replication-server.md)
- [Rooms and Worlds](/manual/replication-server/rooms-and-worlds.md)
- [Replication Server API](/manual/replication-server/replication-server-api.md)
- [Simulators (Servers)](/manual/simulation-server.md)
- [Scripting: Client vs Simulator](/manual/simulation-server/client-vs-simulator-logic.md): When scripting Simulators, we need mechanisms to tell them apart.
- [Run local Simulators](/manual/simulation-server/run-local-simulators.md)
- [World Simulators](/manual/simulation-server/world-simulators.md)
- [Room Simulators](/manual/simulation-server/room-simulators.md)
- [Advanced Simulator Authority](/manual/simulation-server/advanced-simulator-authority.md)
- [Simulator Query Transfer](/manual/simulation-server/advanced-simulator-authority/simulator-query-transfer.md)
- [Simulator slugs](/manual/simulation-server/simulator-slugs.md)
- [Build and Deploy](/manual/simulation-server/build-deploy-simulators.md)
- [Command-line arguments](/manual/simulation-server/simulator-cli-arguments.md)
- [Client Connections](/manual/client-connections.md): Communication between Clients
- [Optimization](/manual/optimization.md)
- [Queries](/manual/optimization/areas-of-interest.md)
- [Level of Detail (LOD)](/manual/optimization/level-of-detail-lod.md)
- [Profiling](/manual/optimization/profiling.md)
- [Simulation Frequency](/manual/optimization/simulation-frequency.md)
- [Project Settings](/manual/project-settings.md)
- [Advanced topics](/manual/advanced-topics.md)
- [Big worlds](/manual/advanced-topics/big-worlds.md)
- [World Origin Shifting](/manual/advanced-topics/big-worlds/world-origin-shifting.md): Creating massive multiplayer worlds
- [Load balancing](/manual/advanced-topics/big-worlds/simulator-load-balancing.md)
- [Competitive games](/manual/advanced-topics/competitive-games.md)
- [Simulation Frame](/manual/advanced-topics/competitive-games/simulation-frame.md)
- [Determinism, Prediction and Rollback](/manual/advanced-topics/competitive-games/determinism-prediction-rollback.md)
- [Team workflows](/manual/advanced-topics/team-workflows.md)
- [Version Control integration](/manual/advanced-topics/team-workflows/version-control-integration.md)
- [Continuous Integration](/manual/advanced-topics/team-workflows/continuous-integration-setup.md): Tips and trips for setting up Continuous Integration (CI) for your projects
- [Schema explained](/manual/advanced-topics/schema-explained.md)
- [Specification](/manual/advanced-topics/schema-explained/specification.md)
- [Field settings](/manual/advanced-topics/schema-explained/field-settings.md)
- [Archetypes](/manual/advanced-topics/schema-explained/archetypes.md)
- [Code stripping](/manual/advanced-topics/code-stripping.md)
- [Replication Server CLI](/manual/advanced-topics/command-line-interface.md): Command-line interface tools explained
- [Single-player gameplay](/manual/advanced-topics/single-player-gameplay.md): How coherence behaves when a Client is not connected
