Hey @the0dox!
The documentation you’ve linked to is an old one (it’s for v0.8). Here’s the new version of it.
It’s important to make sure you’re using the latest SDK version if possible (v1.2.4 as of today). There have been some important fixes to the input system since v0.8.
The desync you’re experiencing is likely due to the clients not starting their simulations on the same frame, as you correctly identified. This is highlighted as a potential issue in the latest documentation:
While coherence doesn’t provide built-in support for synchronizing the starting frame, you can implement it yourself. One simple approach involves having one player (e.g., the host) determine a future starting frame and communicate it to all other players using a command.
For instance, if player A (the host) is currently on frame 100, they could send a SetSimulationStartFrame command with a value of 300 to all other players. This should give the command ample time to reach all clients before they reach the designated start frame. Each client, upon reaching frame 300 locally, would then set SimulationEnabled = true.
The delay between the current frame and the start frame should account for potential network latency between players.
Hope this helps resolve your desync issue!
Feel free to ask if you have any more questions or need further assistance!




