Local testing via ParrelSync

ParrelSync is an open-source project which allows you to open multiple Unity Editor instances, all pointing to the same Unity project (using Symbolic links).

Pros

  • Short iteration times

  • Easy to debug since every client is an Editor

  • Works with Unity versions prior to Unity 6

Cons

  • Can be more resource demanding than just running builds

  • Each clone requires the whole project to be duplicated on disk (1 clone means 2x the disk space, and so on). This might be a lot for huge projects.

How to use?

  • Install ParrelSync as described in their Installation Instructions

    • UPM Package installation is preferred as coherence supports it out-of-the-box

    • If installed via .unitypackage, you need to set CloneMode.Enabled by yourself. One way is by adding the following script to an Editor folder in your project:

// Assets/Editor/CoherenceClone.cs
// This script is only needed if you're installing ParrelSync via .unitypackage

using Coherence.Editor;

[InitializeOnLoad]
internal class CoherenceClone
{
  static CoherenceClone()
  {
    CloneMode.Enabled = ParrelSync.ClonesManager.IsClone();
  }
}
  • Open ParrelSync > Clones Manager. Create a new clone, and open it

  • Continue development in the main Editor. Don't edit files in clone Editors

  • Make sure baked data is up-to-date before starting to test, and that the Replication Server is running with the latest schema generated

  • Enter Play Mode in each Editor

coherence tells apart ParrelSync clones from the main Editor, so it's easier for you to not edit assets in clones by mistake.

Last updated