Build and Deploy

Build a Simulator to be uploaded to the cloud

A Simulator build is a built Unity Player for the Linux 64-bit platform that you can upload to coherence straight from the Unity Editor.

Open the coherence Hub and select the Simulators tab. From there you can build and upload Simulators.

Configuring your Simulator build

You can change your Simulator build options by editing the SimulatorBuildOptions object, or in the coherence Hub Simulators tab.

coherence Hub Simulator Build Options

There are several settings you might want to change.

  • Specify the scenes you want to get in the build via the Scenes To Build field.

  • For a local build, you can choose to enable/disable the Headless Mode by ticking the checkbox. For a cloud build, Headless Mode is always enabled by default.

  • Choose your preferred Scripting Implementation from the drop-down list. It can either be Mono 2x or IL2CPP.

  • For more information about the options listed under Build Size Optimizations, see this section below.

Create and upload the build

Make sure you have completed the steps required in Create an account.

Press the coherence Hub > Simulators > Build And Upload Simulator button.

When the build is finished, it will be uploaded to your currently selected organization and project in the Developer Portal.

Connecting your Simulator to a Room or World

You can see your uploaded simulator builds on the Dashboard on the Schemas & Builds sections of your project.

Reducing Simulator build size — EXPERIMENTAL ⚠️

Select the desired optimizations depending on your needs.

Optimization
What it does

Strip Assets

Project's textures and sound files are replaced with tiny and lightweight alternatives (dummies). Original assets are copied over to <project>/Library/coherence/AssetsBackup. They are restored once the build process has finished.

Backup Assets

The Assets Backup (found at <project>/Library/coherence/AssetsBackup) is kept after the build process is completed, instead of deleted. This will take extra disk space depending on the size of the project, but is a safety convenience.

Compress Meshes

Sets Mesh Compression on all your models to High.

Disable Static Batching

Static Batching tries to combine meshes at compile-time, potentially increasing build size. Depending on your project, static batching can affect build size drastically. Read more about static batching.

Once your Simulator is built and uploaded, you'll be prompted with the option to revert the settings to the ones you had applied before building. This is to avoid these settings from affecting other builds you make.

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