# Parenting network entities

Out of the box, **coherence** offers several options to handle parenting of networked entities. While some workflows are automatic, others require a specific component to be added.

Generally there is a distinction if the parenting happens at **runtime** vs. **edit time**, and whether the two entities are **direct** parent-child, or have a **complex hierarchy**. See below for each case.

**At runtime:**

* [CoherenceSyncs as a direct child](/manual/parenting-network-entities/direct-children.md): when you create a parent-child relationship of `CoherenceSync` objects at runtime.
* [Deeply-nested CoherenceSyncs](/manual/parenting-network-entities/deeply-nested-entities.md): when you create a complex parent-child relationship of `CoherenceSync` objects at runtime.

**At edit time:**

* [Nesting connected Prefabs assets](/manual/parenting-network-entities/nesting-prefabs-at-edit-time.md): the developer prepares several connected Prefabs and nests them one to another before entering Play Mode. This covers both Prefabs in the scene and in the assets.

When preparing a CoherenceSync Prefab for use as a child object it is important to always configure the bindings so that position, rotation, and scale are bound. This will ensure that the proper transform state of the entity is maintained when it is parented to another CoherenceSync object.

<figure><img src="/files/6VGnr2T6V1bmOOEFkJFV" alt=""><figcaption><p>Make sure the child entity is prepared for parenting to another CoherenceSync entity</p></figcaption></figure>

{% hint style="info" %}
Try it out in our[ First Steps](https://coherence.io/games/coherence/first-steps-tutorial) interactive demo!\
Don't forget to also look at the [explanations](/getting-started/samples-and-tutorials/first-steps-tutorial/4-parenting-entities.md).
{% endhint %}


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