If you liked this quick intro video and you want to try out coherence, make sure to check our documentation, and to start from our beginner sample First Steps: docs.coherence.io/learning-coherence/first-steps-tutorial It will guide you through all the basics of how to setup coherence, and how to use its main features.
Know anyone who's actually got it working? I was hoping this'd make light work of it but it seems it's not quite as simple as the vid makes it out to be. :| Absolutely love your controller & am throwing every networking solution I can find at it, lol. Closest I've seen to functioning is Serinox's Netcode for GameObjects solution, which isn't complete yet. Ah, looks like BigBadWolf's put in a lot of time tinkering with getting MAC & coherence to play nice. Says it's got some issues that have to be worked around & is otherwise no different than trying to get MAC running on any other networking schema. He's even got a nifty PDF explaining the integration. Great guy, that! 👏
To add to my previous comment, it would also be amazing to see the ability to have player pooling and have them put into a random game upon launching, without having to view the rooms table. Just the simple ability to say, press play, and it automatically put you into a game that is currently running, or about to start a new instance, like say 4 player arena free for all. Waits until there are 4 players waiting to start a game, when 4 suitable players join (based on connection latency
It's a great package. The idea of UI logic integration is amazing. However, it's better to use pun2 for simple games like syncing animation, health, and simple gameplay. You could set up a game in less than 5 minutes.
Thanks for your comment! We're curious to learn what part you find easier with PUN2! You'll notice that in this demo we are still making builds as well. Using multiplayer play mode available in Unity 6 (or ParrelSync), you don't have to do that to test as you can run multiple game windows at the same time. That makes setting up syncing even faster.
This is great for prototyping definitely, not sure what it's going to be like when compared to Azure Playfab / Proton Fusion. Although, those two are painful to set up and it involves a lot of coding. This no-code multiplayer networking seems incredibly powerful. I will almost certainly be using this in future projects. Great package! I'd love to see an example of cost-effectiveness though, in various scenarios. Like anything, I'd hate to invest 3 months of my time developing a title on this only to find the rates are extortionate and completely unreasonable. Any feedback on that guys? What's the typical cost to run this with 100 CCU / 1000 CCU / 10000 CCU? All in approximations including any bandwidth, storage, database, API endpoint charges?
Thank you for making video explaning how it works! I'm currently using this same assets for a multiplayer game. Unfortunately, (and I may be wrong) I think this video needs to be updated. The Sample UI doesn't match the current update. A after following this tutorial, when two players are on the same server they control the other person's movements and camera. I've been trying to find a way to fix this in the documentations, but I'm not sure exactly what I'm looking for.
Hi! Yes, we've updated the sample UI's since but the essence is still the same. About the "other person's movements": did you follow the components part of video as well? th-cam.com/video/8LQ1WrUE1AU/w-d-xo.htmlsi=xqMTsHtGipAl7NpY&t=169 -- it's when you define what happens with the control scripts on the non-authoritative (other) client. Usually you want to disable them, or e.g. set rigidbody to kinematic.
@tadej-- Thanks for responding so quickly! Yes, everything is disabled except the few the video had set to Leave as Is along with Kinematics set. Not sure why it keeps doing it.
@@CoralStarTaylor hm sorry to hear the issue is still there. It could also be connected to the version of the assets you’re using… but I’m sure it can get sorted quickly. if you use discord, you can post there (coherence.io/discord) and our team or community will be happy to help. We also have a forum where it’s easy to post images or code.
Drats, 3:40 in and I'm already stuck. The UI element in the middle of the screen isn't usable at all. Attempting to click any of the options simply makes the mouse cursor disappear. [Update:] I see a previous commenter had the precise issue. The suggestion to "make sure you have an Event System" would be great except, well, I do have an Event System in the scene & it's still not functioning. I'll tear it down and rebuild it, see if I get anywhere... [FIXED!] For anyone else who happens to have this trouble, locate the "Game Settings" object in the hierarchy (under the Game Logic heading) and uncheck Hide Cursor. Working fine now!
Nice, except for all the rooms and stuff. Just want to setup a P2P coop, imagine on steam playing and your friend comes on, you just connect him to the game via invite or join. But i am really happy to see normal generic multiplayer so easy to setup, that is a gamechanger.. Well done.
What i am concerned about is how long will this be supported? I have seen SocketWeaver rise and die so I am afraid to take up new ones, I know I sound biased but ...
If the camera is inside the character prefab, you can use the Components section of the configuration window to make sure it gets disabled for any networked character that joins the scene. If you're using something like Cinemachine, and the camera is outside the prefab, you just have to make sure it's following the right character. You can do that in several ways, by checking if the coherenceSync object has state authority (sync.HasStateAuthority), by assigning the followed transform when your character spawns or by assigning the player character at design time in the editor. Feel free to ask this question in our forum (community.coherence.io/) or our discord (coherence.io/discord), where we can more easily share some samples.
It's just a warning in the connect dialog because you have Local Development Mode on in Settings and there is no local server running. It doesn't have to be running, you can use the online replication server by pairing the project with a free online account and uploading a schema to it. You can check the "coherence Cloud" section of the coherence Hub. And to actually start a local server (if you want it), you can go to coherence Hub > Servers > Run Rooms.
@@coherenceio I have setup an account and linked a project and uploaded a Schema. Now, I uncheck Local Development Mode. It says there are no rooms, but everything is still greyed out, so I cannot create a room.
The tech launched publicly only early this year, and we didn't have public videos until that point. And there's a lot of network solutions out there already. So it's a slow climb :) Thanks for the support!
Well, I have spent a total of 48 hours doing EXACTLY what your video explains, STEP BY STEP, and when it comes to running the game, when the MENU appears (03:39), I CAN NOT select anything in the menu, and the game still has control. This is VERY DISCOURAGING, considering I have even purchased the TWO ASSETS you are using in the game ($60), and I still have no working game, like you show in your video. I have even downloaded the same VERSION OF UNITY that you are using. All I was wanting to do, was to UNDERSTAND how this all works, by creating an HTML page, so I would be able to play the game on a webpage. I AM VERY DISAPPOINTED. I DO NOT want to spend my entire life trying to figure out WHY something, that is supposed to be working in your VIDEO, does NOT work for ME!!!
Hi @rbanister100. The main reason (and we've seen it quite a lot) why you can't interact with the UI is that you are probably missing an EventSystem in your scene. This is part of Unity's UI, not something coherence-specific. However, if you add the UI prefab we provide, the coherence script will check if you have an EventSystem. But sometimes things can go wrong (for instance if using undo, or copy/pasting from another scene) - so just make sure you have one, or you won't be able to interact with the UI.
If you liked this quick intro video and you want to try out coherence, make sure to check our documentation, and to start from our beginner sample First Steps: docs.coherence.io/learning-coherence/first-steps-tutorial
It will guide you through all the basics of how to setup coherence, and how to use its main features.
This is just amazing! The simplicity of it makes prototyping a multiplayer mod even quicker and easier!
That interface for customizing what parameters are synced is absolutely genius. Makes getting all the boiler plate code for all that disappear lol
MY GOODNESS! In the beginning of the video I didn't expect that it will be so cool. So many interesting solutions.. I want to try it
This is dark sorcery! and I'm so into this!! thank you so much for this!
Now I'll be sharing this to everyone who ask for networking and AC
Much appreciated!
Know anyone who's actually got it working? I was hoping this'd make light work of it but it seems it's not quite as simple as the vid makes it out to be. :| Absolutely love your controller & am throwing every networking solution I can find at it, lol. Closest I've seen to functioning is Serinox's Netcode for GameObjects solution, which isn't complete yet.
Ah, looks like BigBadWolf's put in a lot of time tinkering with getting MAC & coherence to play nice. Says it's got some issues that have to be worked around & is otherwise no different than trying to get MAC running on any other networking schema. He's even got a nifty PDF explaining the integration. Great guy, that! 👏
I’m glad we don’t need to code the same thing all over again every time with this
Holy Cow!! Making multiplayer is always a nightmare for me, now it will be easy! Thank you for making this!
Love hearing it :) Looking forward to seeing what you create!
Multiplayer has always been super daunting for me, Im excited to try this for prototyping multiplayer experiences
WELL, have been looking for a SOLUTION for WEBGL Multiplayer, and it seems that "THIS IS IT". Will DEFINITELY give this a try!!!
To add to my previous comment, it would also be amazing to see the ability to have player pooling and have them put into a random game upon launching, without having to view the rooms table. Just the simple ability to say, press play, and it automatically put you into a game that is currently running, or about to start a new instance, like say 4 player arena free for all. Waits until there are 4 players waiting to start a game, when 4 suitable players join (based on connection latency
Lobbies and pooling are part of 1.0 that's currently in testing and will be released soon!
It's a great package. The idea of UI logic integration is amazing.
However, it's better to use pun2 for simple games like syncing animation, health, and simple gameplay.
You could set up a game in less than 5 minutes.
Thanks for your comment! We're curious to learn what part you find easier with PUN2! You'll notice that in this demo we are still making builds as well. Using multiplayer play mode available in Unity 6 (or ParrelSync), you don't have to do that to test as you can run multiple game windows at the same time. That makes setting up syncing even faster.
This is great for prototyping definitely, not sure what it's going to be like when compared to Azure Playfab / Proton Fusion. Although, those two are painful to set up and it involves a lot of coding. This no-code multiplayer networking seems incredibly powerful. I will almost certainly be using this in future projects. Great package! I'd love to see an example of cost-effectiveness though, in various scenarios. Like anything, I'd hate to invest 3 months of my time developing a title on this only to find the rates are extortionate and completely unreasonable.
Any feedback on that guys? What's the typical cost to run this with 100 CCU / 1000 CCU / 10000 CCU? All in approximations including any bandwidth, storage, database, API endpoint charges?
Thank you for making video explaning how it works! I'm currently using this same assets for a multiplayer game. Unfortunately, (and I may be wrong) I think this video needs to be updated.
The Sample UI doesn't match the current update. A after following this tutorial, when two players are on the same server they control the other person's movements and camera. I've been trying to find a way to fix this in the documentations, but I'm not sure exactly what I'm looking for.
Hi! Yes, we've updated the sample UI's since but the essence is still the same. About the "other person's movements": did you follow the components part of video as well? th-cam.com/video/8LQ1WrUE1AU/w-d-xo.htmlsi=xqMTsHtGipAl7NpY&t=169 -- it's when you define what happens with the control scripts on the non-authoritative (other) client. Usually you want to disable them, or e.g. set rigidbody to kinematic.
@tadej-- Thanks for responding so quickly!
Yes, everything is disabled except the few the video had set to Leave as Is along with Kinematics set. Not sure why it keeps doing it.
@@CoralStarTaylor hm sorry to hear the issue is still there. It could also be connected to the version of the assets you’re using… but I’m sure it can get sorted quickly. if you use discord, you can post there (coherence.io/discord) and our team or community will be happy to help. We also have a forum where it’s easy to post images or code.
Wow this is awesome, photon is just overrated and arrogant people. I would love to explore it more. Thanks. Please keep on making videos
Drats, 3:40 in and I'm already stuck. The UI element in the middle of the screen isn't usable at all. Attempting to click any of the options simply makes the mouse cursor disappear.
[Update:] I see a previous commenter had the precise issue. The suggestion to "make sure you have an Event System" would be great except, well, I do have an Event System in the scene & it's still not functioning. I'll tear it down and rebuild it, see if I get anywhere...
[FIXED!] For anyone else who happens to have this trouble, locate the "Game Settings" object in the hierarchy (under the Game Logic heading) and uncheck Hide Cursor. Working fine now!
cant find it :/
Wow! Realy nice!
Amazing stuff thanks you !! ❤
Nice, except for all the rooms and stuff. Just want to setup a P2P coop, imagine on steam playing and your friend comes on, you just connect him to the game via invite or join.
But i am really happy to see normal generic multiplayer so easy to setup, that is a gamechanger.. Well done.
Thanks! What you're describing is in the works, coming pretty soon.
And available since 1.0 :) - docs.coherence.io/coherence-sdk-for-unity/client-hosting
This is SOO amazing. Would you ever make a version for Unreal Engine? :(
Thank you :) And yes, we definitely plan to!
docs.coherence.io/additional-resources/unreal-engine-support
@@coherenceio Insane 🔥🔥🔥 i can't wait!
👍
@@coherenceiohi, may I know what would it offer for ue? UE already have a solid mp system :o
@@IrvinMG Yeah, for stuff like custom networked movement that's server authoritative.
What i am concerned about is how long will this be supported? I have seen SocketWeaver rise and die so I am afraid to take up new ones, I know I sound biased but ...
What if i have camera that is separated from character how to work with it that every player has own camera ?
If the camera is inside the character prefab, you can use the Components section of the configuration window to make sure it gets disabled for any networked character that joins the scene. If you're using something like Cinemachine, and the camera is outside the prefab, you just have to make sure it's following the right character. You can do that in several ways, by checking if the coherenceSync object has state authority (sync.HasStateAuthority), by assigning the followed transform when your character spawns or by assigning the player character at design time in the editor. Feel free to ask this question in our forum (community.coherence.io/) or our discord (coherence.io/discord), where we can more easily share some samples.
we cant use this for andriod games?
You can use it on most platforms, including Android, iOS, VR, desktop, WebGL and consoles.
Could it work with RPG Builder?
The rooms connection UI is all greyed out. What does "Have you started a local replication server for rooms?" mean?
It's just a warning in the connect dialog because you have Local Development Mode on in Settings and there is no local server running.
It doesn't have to be running, you can use the online replication server by pairing the project with a free online account and uploading a schema to it. You can check the "coherence Cloud" section of the coherence Hub.
And to actually start a local server (if you want it), you can go to coherence Hub > Servers > Run Rooms.
@@coherenceio I have setup an account and linked a project and uploaded a Schema. Now, I uncheck Local Development Mode. It says there are no rooms, but everything is still greyed out, so I cannot create a room.
@@droningon7635 is it possible that you have the eventsystem disabled in the scene?
Why does this channel have 169 subs only?
The tech launched publicly only early this year, and we didn't have public videos until that point. And there's a lot of network solutions out there already. So it's a slow climb :) Thanks for the support!
Can you add voice chat
how is this even possible???❤❤❤❤🎉
😎
Is that fully free
It's fully free to use it with client hosting, yes. E.g. through Steam Datagram Relay.
Well, I have spent a total of 48 hours doing EXACTLY what your video explains, STEP BY STEP, and when it comes to running the game, when the MENU appears (03:39), I CAN NOT select anything in the menu, and the game still has control. This is VERY DISCOURAGING, considering I have even purchased the TWO ASSETS you are using in the game ($60), and I still have no working game, like you show in your video. I have even downloaded the same VERSION OF UNITY that you are using. All I was wanting to do, was to UNDERSTAND how this all works, by creating an HTML page, so I would be able to play the game on a webpage. I AM VERY DISAPPOINTED. I DO NOT want to spend my entire life trying to figure out WHY something, that is supposed to be working in your VIDEO, does NOT work for ME!!!
Hi @rbanister100. The main reason (and we've seen it quite a lot) why you can't interact with the UI is that you are probably missing an EventSystem in your scene. This is part of Unity's UI, not something coherence-specific.
However, if you add the UI prefab we provide, the coherence script will check if you have an EventSystem. But sometimes things can go wrong (for instance if using undo, or copy/pasting from another scene) - so just make sure you have one, or you won't be able to interact with the UI.