Announcement: coherence 1.2 is now released! See what's new with 1.2

Meet coherence at GDC 2024

Let's meet and chat multiplayer

We're excited to let you know that we'll be attending GDC! It's a great chance to connect and discuss Unity multiplayer development with coherence.

Don't hesitate to reach out for a friendly chat with Ciro (Lead Developer - Spotlight Projects) and Jonathan (Business Development).

Click the button, or email us directly at devrel@coherence.io.

Reach out

Recent videos

Authority is a central concept in networking, and in coherence even more. We have an incredibly flexible authority model, and in this video we take a look at all the possibilities that it enables.

Here we cover the basic of Simulators, which is a "server" in coherence. You will find out how to build one, and how to create logic and code that run on it.

Post-Release Highlights

In June of last year we released coherence 1.0. Since then we’ve kept busy adding new features and tweaking existing ones. Here are some of the highlights:

Support for networking Nested Prefabs

This allows for setups where the networked entity is made up of other networkable entities. To start networking nested Prefabs, attach the PrefabSyncGroup component to your CoherenceSync Prefab.

Interpolation reworked

We improved metadata sent with each sample which allowed us to completely remove overshoot settings. Entities will still overshoot in the direction of travel in case of packet drops, but you don’t need to configure that anymore.

CoherenceSync and data types

We now support byte, sbyte, short, ushort and char. You’ll be able to see any public variables using the aforementioned types exposed on CoherenceSync’s Configure window.


We are always looking into ways to reduce the amount of CPU and memory requirements for coherence to run. So when it comes to your game(s): same results, but less resources spent.

See the full list of changes

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Discussions, questions and answers, join us in the community.

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Published in: News
March 15, 2024