2. Physics

Physics

This scene will show you how to use coherence to sync GameObject transforms and Physics objects across the network.

In this example, each Client will have its own player character to move. Left-clicking on the map will make the Entity move to that location. Right-clicking will spawn local physics-based objects that all player characters can interact with. Each Client will only have control over its local Entity.

General setup

In the Hierarchy of the scene you can see three core Prefabs:

Core Scene Setup and Coherence Setup are present in all scenes and described in detail on Start Tutorial page.

Coherence Entity is the Prefab that will change per scene with different functionality. It has a standard CharacterControllerand Rigidbody as well as an Agent script which will handle movement functionality through the Input Manager in the Core Scene Setup Prefab.

Coherence Connection Events handles overall scene connectivity. Additionally, it removes all Entities with coherenceSync from the scene to demo disconnecting/reconnecting via the interface without refreshing the scene.

In this scene...

Coherence Entity Character (remember to always change the Prefab, not the instance) is located in the Resources folder. The UnityEngine.Transform and position are ticked to sync. All other settings (persistence and authority) use the default settings. This Entity will be session-based, no authority handover and no adoption will take place, when a Client leaves.

The On Network Instantiation event is used to change the color of the mesh.

The Physics Entity Spawner is a simple script to instantiate a Coherence Entity Physics Prefab with a coherenceSync component that replicates the transform and position. The component also changes the material based on whether it is locally simulated or synced over the network.

Build and try

You can build this scene via the Build Settings. Run the local Replication Server through the Window > Coherence > Settings window and see how it works. You can try running multiple Clients rather than just two and see how replication works for each.

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