Settings Window

Build and Run Server

The coherence Settings window is located in Project Settings -> coherence and lets you launch a local replication server, upload your server to the cloud via the access token and bakes your Schemas for more optimized data transfer of Networked GameObjects.

Enable CoherenceSync support

Uncheck Enable CoherenceSync support to go pure ECS and use none of the visual tools.

Bake Schemas

When CoherenceSync variables/components are turned into ECS to send over the network, C# reflection is used to sync all the data at runtime. Whilst this is really useful for prototyping quickly and getting things working, it can be quite slow and poorly performing. A way to combat this is to bake the CoherenceSync component into a Schema.

The Schema is a text file that defines which data types in your project are synced over the network. It is the source from which coherence SDK generates C# struct types (and helper functions) that are used by the rest of your game. The coherence Replication Server also reads the Schema file to know about those types and to communicate them with all of its clients efficiently.

The Schema must be baked in the coherence Settings window, before the check box to bake this prefab can be clicked.

When the CoherenceSync component is baked, it generates a new file in the Inspector of that Game Object called NameOfGameObject_Sync.

Active Schemas

Select the Schema files you want to use.

  • CoherenceSync (runtime reflection, slow)

  • CoherenceSync (baked, fast)

Bake Output Folder

Defines where to store the baked Schema files.

Portal

Upload your Schema files to your server.

  • Status - Current Status of your cloud server

  • Token - Cloud token

Local Replication Server

Run a local replication server.

  • Port - The port access

  • Frequency - Frequency of server.

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