SDK 0.10
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Scripting: Client vs Simulator

When scripting Simulators, we need mechanisms to tell them apart.

Am I a Simulator ?

Ask Coherence.SimulatorUtility.IsSimulator.
using Coherence;
using UnityEngine;
​
public class SimualatorClass : MonoBehaviour
{
public void Awake()
{
if (SimulatorUtility.IsSimulator)
{
// I'm a simulator!
}
}
}
There are two ways you can tell coherence if the game build should behave as a Simulator:
  • COHERENCE_SIMULATOR preprocessor define.
  • --coherence-simulation-server command-line argument.

Connect and ConnectionType

The Connect method on Coherence.Network accepts a ConnectionType parameter.
using Coherence;
using Coherence.Connection;
using Coherence.Toolkit;
using UnityEngine;
​
public class ConnectAsSimulator : MonoBehaviour
{
void Start()
{
var endpoint = new EndpointData
{
region = EndpointData.LocalRegion,
host = "127.0.0.1",
port = 32001,
schemaId = RuntimeSettings.instance.SchemaID,
};
​
var monoBridge = FindObjectOfType<CoherenceMonoBridge>();
monoBridge.Connect(endpoint, ConnectionType.Simulator);
}
}

COHERENCE_SIMULATOR

#if COHERENCE_SIMULATOR
​
// simulator-specific code
​
#endif
Whenever the project compiles with the COHERENCE_SIMULATOR preprocessor define, coherence understands that the game will act as a Simulator.
The custom build pipeline lets us define preprocessor defines like COHERENCE_SIMULATOR

Command-line argument

Launching the game with --coherence-simulation-server will let coherence know that the loaded instance must act as a Simulator.
You can supply additional parameters to a Simulator that define its area of responsibility, e.g. a sector/quadrant to simulate Entities in and take authority over Entities wandering into it.
You can also build a special Simulator for AI, physics, etc.

Server-side simulation

You can define who simulates the object in the CoherenceSync inspector.

Auto-reconnect

The sample UI provided includes auto-reconnect behaviour out of the box for Room- and World-based simulators. The root GameObject has AutoReconnect components attached to it.
AutoReconnect in the sample UI
Multi-Room Simulators have their own per-scene reconnect logic. The AutoReconnect components should not be enabled when working with Multi-Room Simulators.
If the Simulator is invoked with the --coherence-play-region parameter, AutoReconnect will try to reconnect to the Server located in that region.