Instantiate via

In coherence, it is possible to specify how a Prefab is instantiated at runtime using the Instantiate via option on the CoherenceSync component.

Built-in instantiators

We support three implementations out of the box: Default, Pool or DestroyCoherenceSync, but you can also create your own.

Default

This instantiator will create a new instance of your Prefab, and when the related network entity is destroyed, this Prefab instance will also be destroyed.

Pool

This instantiator supports object pooling, instead of always creating and destroying instances, the pool instantiator will attempt to reuse existing instances. It has two options:

  • Max Size: maximum size of the pool for this Prefab, instances that exceed the limit of the pool will be destroyed when returned.

  • Initial Size: coherence will create this amount of instances on app startup.

DestroyCoherenceSync

This instantiator will create a new instance for your Prefab, but instead of completely destroying the object when the related network entity is destroyed, it will destroy or disable the CoherenceSync component instead.

Creating your own instantiator

You can implement the INetworkObjectInstantiator interface to create your custom implementations that will be used by coherence when it needs to instantiate a Prefab in the scene.

Custom implementations can be Serializable and have their own custom serialized data.

To begin, use the dropdown menu on the CoherenceSync and use the Create Implementation... option:

Let coherence generate the scripts for you, and customise them as you see fit.

Once created, implementations of this interface will appear in the Instantiate via dropdown shown above, or in the corresponding CoherenceSyncObject asset.

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