So I’m trying to develop a simulator server. Following the documentation I have a simulator slug setup, a windows dedicated server. Right now I’m just trying to get things connecting. My project is all code based for connecting so I’m not using the sample UI. I can’t seem to get a connection between my editor, rs and simulator.
Unity 6000.10f1, coherence 1.2.3, All of this is just in editor.
I have everything setup per the defaults and I’m running into 2 consistent issues:
If I have everything setup to connect to a world, I can get the simulator to connect to the RS by hardcoding it to world 0. When I try to connect the client I get:
Join lobby failed: Simulator not enabled. Please make sure that simulators are enabled in the coherence Dashboard.
Which is confusing to me since I thought I had everything setup locally, I’m not sure why a dashboard setting would affect local dev?
When I enable the dashboard setting then it complains about no simulators have been uploaded. So even though I set it up in code to connect locally it’s still reaching out to get settings or something back?
Following the documentation I have this before coherence connects:
var endpoint = new EndpointData
{
region = EndpointData.LocalRegion,
host = "127.0.0.1",
port = 42002,
schemaId = RuntimeSettings.instance.SchemaID,
};
_coherenceBridge.Connect(endpoint);
I have only 1 bridge in my scene set to be the main bride with these settings:
I made sure Auto Login as Guest is turned off.
The 2nd issue I’m gettings is related to the previous but if I set everything to Rooms, I can’t get the simulator to connect since I don’t know what room to join. It seems rooms aren’t defaulted to id 0? I don’t see any room information in the output from the RS to know what room to connect to. Or does that all happen when the client connects which I can’t seem to get working.