coherence 0.9 is here!

Good news everyone!

We just released a new version of the coherence SDK and we are inviting you, the community, to download and start using it.

We’ve added a bunch of powerful new features and quality of life improvements that will make your multiplayer game development even faster.

If you haven’t yet, you can now sign up to start using coherence for free.


If you are an existing user, you can upgrade to 0.9 in a few easy steps.


What’s new in 0.9

coherence Hub icon_hub

A new, central place to configure most of your project’s networking settings.

icon_clienthosts clients as hosts

Clients can now act as simulators, allowing you to host cheat-proof games without dedicated servers.

automatic codegen icon_codegen

A new, automated baking workflow option with generated code outside source control.

icon_visibility client visiblity control

The simulator can now fully control what clients see by applying live queries to the input authority.

compression control icon_compression

You now have more control over precision and send/receive frequency of all your components.

icon_oneclick one-click simulators

Build and deploy your simulators to the cloud using a single click in coherence Hub.

Plus: support for addressables , manual sync , improved interpolation and many features that improve stability , performance and ease of use .

For a full list, check out the 0.9 Release Notes.

coherence Feature Highlights

Everything you need for multiplayer
A full-featured toolbox to develop, test and run your game in the cloud, with hosting included out of the box.

No coding required
It takes just a few moments to configure a scene and game objects so they can see each other over the network.

Automatic scaling
Deploy your project to the coherence Cloud with just a few clicks in the Unity editor. coherence takes care of scaling automatically.

Full bandwidth control
Expert tools to configure compression, levels of detail, areas of interest, and update frequency of individual components.

Flexible architecture
Games can be peer-to-peer, client-server based, persistent virtual worlds, state-replicated or input-based; or any combination of the above.

Full authority control
Authority is fully configurable, transferable by clients or simulation servers, and can be client-side, server-side, distributed, or floating.

Check out our Roadmap for the full lowdown.

What do you think?
We are very interested in your opinion and feedback. Hit that Reply button and and tell us what you really think. Prefer Discord? Chat with other devs here.

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