[Sync] and [Command]
Aside from configuring your CoherenceSync bindings from within the Configure window, it's possible to use the [Sync] and [Command] C# attributes directly on your scripts. Your Prefabs will get updated to require such bindings.
Sync Attribute
Mark public fields and properties to be synchronized over the network.
[Sync]
public int health;It's possible to migrate the variable automatically, if you decide to change its definition:
[Sync("health")]
public float hp;If a variable is never updated after it is first initialized, it can be flagged to only be synchronized when the GameObject is created. This will improve performance, as coherence won't need to continually sample its value for changes like it would normally do.
[Sync(DefaultSyncMode = SyncMode.CreationOnly)]
public Color teamColor;SyncMode.Manual
For fine-grained control over when a variable is synchronized, you can use SyncMode.Manual. In this mode, the variable will only be sent over the network when you explicitly call MarkForSyncing() on the binding. This is useful for values that change infrequently or only in response to specific events.
[Sync(DefaultSyncMode = SyncMode.Manual)]
public byte[] playerSettings;
private CoherenceSync coherenceSync;
private ValueBinding<byte[]> settingsBinding;
private void Awake()
{
coherenceSync = GetComponent<CoherenceSync>();
settingsBinding = coherenceSync.GetValueBinding<Player, byte[]>(nameof(playerSettings));
}
public void UpdateSettings(byte[] newSettings)
{
playerSettings = newSettings;
// Manually trigger synchronization when settings change
settingsBinding.MarkForSyncing();
}Be careful not to call MarkForSyncing() every frame, as this can result in a much higher sending rate than the default 20Hz sampling rate, leading to excessive bandwidth usage. Only mark bindings for syncing when the value actually changes in a meaningful way.
Switching SyncMode at Runtime
You can change a binding's SyncMode at runtime to adapt to different gameplay scenarios. For example, you might want continuous synchronization during active gameplay but manual synchronization during idle periods.
Command Attribute
Mark public methods to be invoked over the network. Method return type must be void.
It's possible to migrate the command automatically, if you decide to change the method signature:
Command Meta
Commands can include metadata by setting UseMeta = true. This allows access to timing and sender information:
For more details on using command metadata, see Command Meta.
Note that marking a command attribute only marks it as programmatically usable. It does not mean it will be automatically called over the network when executed.
You still need to follow the guidelines in the Messaging with Commands article to make it work.
Was this helpful?

