Persistence
Lifetime configuration
The CoherenceSync editor interface allows us to define the Lifetime of a networked object. The following options are available:
Session Based. No persistence. The Entity will disappear when the Client or Simulator disconnects.
Persistent. The Entity will remain on the Server until the World is shut down or the Replication Server gets restarted.
For managing unique persistent objects, see Uniqueness.
For a live demonstration, check out the Persistence section of the First Steps demo.
Maybe it's also a good idea to read more about how to set up Persistence?
Deleting a persistent object
A persistent object can be deleted only by the Client or Simulator that has authority over it. For indirect remote deletion, see the section about network commands.
Deleting a persistent object is done the same as with any network object - by destroying its GameObject.
Limits to persistence
All persistent objects remain in the World for the entire lifetime of the World or its assigned Replication Server. If the World is shut down or the Replication Server is restarted, then the saved persistent objects are lost.
Limits to persistent object count
Currently, the maximum number of persistent objects supported by the Replication Server is 32 000. This limit will be increased in the near future.
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