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SDK 1.6
SDK 1.6
  • Welcome
  • Overview
    • Features
    • Roadmap
  • Getting started
    • Get the Unity SDK
    • Setup a project
      • 1. Scene setup
      • 2. Prefab setup
      • 3. Test your game locally
        • Local testing using builds
        • Local testing via Unity's Multiplayer Play Mode
        • Local testing via ParrelSync
      • 4. Test in the cloud
        • Deploy a Replication Server
        • Share builds
    • How to... ?
    • Single-player to multiplayer
    • Video tutorials
    • Samples and tutorials
      • Package samples
      • Sample Connection UIs
      • First Steps tutorial
        • 1. Basic syncing
          • 1.1 Animation parameters
          • 1.2 Sending commands
        • 2. Physics / Authority transfer
        • 3. Areas of interest
        • 4. Parenting entities
        • 5. Complex hierarchies
        • 6. Persistence
      • Campfire project
        • Game mechanics
        • Leveraging object pooling
        • Remote interactions: Chairs
        • Remote interactions: Trees
        • A unique object with complex state
        • Custom instantiation and destruction
        • Running a server-side NPC
        • Playing audio and particles
        • A simple text chat
      • Beginner's guide to networking
    • Troubleshooting
  • Manual
    • Unity Components
      • CoherenceSync
      • CoherenceBridge
      • CoherenceLiveQuery
      • CoherenceTagQuery
      • CoherenceGlobalQuery
      • CoherenceInput
      • CoherenceNode
      • PrefabSyncGroup
      • Order of execution
    • Networking state changes
      • Instantiate and Destroy Objects
      • Supported types
      • Messaging with Commands
      • Syncing child GameObjects
      • Animation
      • CoherenceSync references
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
      • Creating your own syncable member
      • Custom Component Actions
      • Rigid Bodies
      • Interpolation
    • Authority
      • Authority transfer
      • Server-authoritative setup
    • Lifetime
      • Persistence
      • Uniqueness
      • Example: A global counter
    • Parenting network entities
      • Direct children CoherenceSyncs
      • Deeply-nested CoherenceSyncs
      • Nesting Prefabs at Edit time
    • Asset management
      • Instantiating from CoherenceSyncConfig
      • Instantiate via
      • Load via
    • Scene management
    • Multiple Connections within a Game Instance
    • Baking (code generation)
      • Conditional compilation
    • Replication Server
      • Rooms and Worlds
      • Replication Server API
    • Simulators (Servers)
      • Scripting: Client vs Simulator
      • Run local Simulators
      • World Simulators
      • Room Simulators
      • Simulator slugs
      • Build and Deploy
      • Command-line arguments
    • Client Connections
    • Optimization
      • Areas of Interest
      • Level of Detail (LOD)
      • Profiling
      • Simulation Frequency
    • Project Settings
    • Advanced topics
      • Big worlds
        • World Origin Shifting
        • Load balancing
      • Competitive games
        • Simulation Frame
        • Determinism, Prediction and Rollback
      • Team workflows
        • Version Control integration
        • Continuous Integration
      • Schema explained
        • Specification
        • Field settings
        • Archetypes
      • Code stripping
      • Replication Server CLI
      • Single-player gameplay
    • Scripting API
  • Hosting
    • Choosing where to host
    • coherence Cloud
      • Online Dashboard
      • Manage Worlds
      • Configure Rooms
      • Player Accounts
      • Game Services
        • Lobbies
        • Cloud Storage
        • Key-Value Store (Legacy)
      • APIs
        • Worlds
        • Rooms
        • Lobbies
        • Cloud Storage
        • Key-Value Store (Legacy)
    • Peer-to-peer
      • Implementing Client hosting
  • Support
    • Release notes
    • Glossary
    • Unreal Engine support
    • WebGL support
    • ECS / DOTS support
    • Known issues
    • Upgrade guide
      • Upgrade 1.5 -> 1.6
      • Upgrade 1.4 -> 1.5
      • Upgrade 1.3 -> 1.4
      • Upgrade 1.2 -> 1.3
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      • Upgrade 0.10 -> 1.0
      • Upgrade 0.9 -> 0.10
    • Credit cost & pricing
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  1. Support

Release notes

Last updated 13 days ago

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1.6

Published 24.04.2025

As always, for more context about the key changes, check out our .

If you're upgrading to 1.6, take a look at the !

And feel free to leave us feedback in Discord or in the

Added

  • Added support for generating and logging in to coherence Cloud using a one-time code. This can be used for recovering lost accounts, and for logging in to the same account with a new device.

  • Added the ability to log in to coherence Cloud using a Steam, Epic Games, PlayStation, Xbox, Nintendo account, or a JSON Web Token (JWT).

  • Added ability to change coherence Cloud username, password, email, display name and display image.

  • Added ability to get all coherence Cloud account information.

  • Added ability to link multiple authentication methods to the same coherence Cloud account.

  • Support for launching RS with host authority options for restricting entity creation to host or Simulator.

  • Support for creating Replication Server (RS) rooms with host authority options for restricting entity creation to host or Simulator.

  • Support for connecting to an RS as a host in Worlds or Rooms.

  • BakeConditional attribute for controlling type networking via scripting define symbols.

  • CoherenceGlobalQuery component to create queries on Simulators for other Clients.

  • Toggle to set a CoherenceSync object as global so it can be visible to global queries.

  • Max Overshoot Allowed setting in interpolation settings.

  • New simplified coherence Cloud user management API accessible via the User class.

Changed

  • Multi-Room Simulators are deprecated, and will be completely removed in the future.

  • Renamed 'CoherenceSync Objects' to 'Networked Prefabs'.

  • Hub: Renamed 'Overview' to 'Learn' (renders 'Welcome').

  • Hub: Renamed 'coherence Cloud' to 'Cloud'.

  • Hub: Renamed 'Scene' to 'Quick Start'.

  • Hub: Removed 'Links', 'Baking' and 'GameObject'.

  • Hub: most tabs have been revisited, with simplicity and usability in mind.

  • Hub: tabs can offer 'Online Resources' section.

  • Installs and updates open Hub on the 'Learn' tab instead of 'Welcome' window.

  • MenuItem: 'Welcome' removed.

  • MenuItem: 'coherence Hub' renamed to 'Hub'.

  • Removed the dialog box that pops up the first time you assign a non-transferable Prefab to the CoherenceBridge's Client or Simulator connection Prefab slot. A warning is now shown underneath with a 'Fix' button.

  • Prefab Variants no longer automatically pruned for missing or leaked references (use Prune button on Configure window if needed).

  • Re-ordered Simulator build warnings and errors logically.

  • Removed information panel on local Simulator builds because the COHERENCE_SIMULATOR symbol is automatically included when a local Simulator is built.

  • Removed Reflection Mode. Baking is now a requirement.

  • Reworked Settings window.

  • Reworked the Play Mode panel (that tracks authority and persistence) on the CoherenceSync inspector.

  • Room, Lobby, World and Matchmaking Connection Dialog samples now work regardless of whether or not CoherenceBridge has been configured to login to coherence Cloud automatically.

  • CoherenceBridge disconnects on OnDestroy.

Fixed

  • Nested Prefabs parented to a Prefab variant logged an error when fixing the instance after a sync group was added.

  • Fixed an issue with the Interpolate On dropdown where "Nothing" was selectable.

  • An error message was not displayed when an uninstalled Simulator build target option was selected.

  • Addressable Prefabs automatically update their "Load Via" configuration when added/removed from the addressables registry.

  • Fixed wrong error message shown when a PrefabSyncGroup component was applied to a non-root object.

  • Prefab was not getting updated when "Fix Authority Type" button clicked in the CoherenceBridge's Client Connections section.

  • Path to local sim build contained an extension if full-stops were used in the name on a non-Windows platform.

  • Fixed an issue where the org dropdown list was really small if only one four-lettered organization was available.

  • Made ToolkitArchetype duplicate Component detection rely on reference comparisons, so that it can't be broken by unusual IEquatable implementations.

  • Space to display helper text for sharing a build's path was too small. Added an additional warning space to allow more room for the text.

  • Removed usages of Task.Delay and fixed usages of ContinueWith for WebGL support.

  • Improved readability of some warnings and errors that can occur when baking.

  • Snapping after interpolation overshooting.

  • Time desync after a frame freeze.

  • Optimized the Networked Prefab windows to make it more performant for large amounts of Prefabs in the game.

  • Removed layout warnings when opening the Editor with the Hub window visible.

  • Issues when multiple Newtonsoft.Json installations are found in the project.

  • Removed warning that was logged if AuthClient was disposed and there were no Prefs to be saved.

  • Fixed an issue where a re-login to the cloud in the same session wouldn't work on MacOS.

  • Fixed issue where NetworkPool could throw a NullReferenceException when exiting Play Mode in the Editor.

  • Fixed an issue where warnings appeared after logging in to coherence cloud on a Mac.

1.6 blog post
1.6 Upgrade Guide
1.6 forum post.