Server Authorized Movement Questions

I did the points in the Server Authhoritive Setup section but I did not understand some points.

I wrote the parts mentioned in the documentation but I didn’t see the part about what to run and how to do it.

For example, if I have Input Authority in CoherenceInput in the script in the player, I send inputs.

Then the server, that is, the simulatorm, will take over the part of playing the character?

I created a PlayerMovementSimulator script for this and I think I need to check if there is a simulator and do something.

At this point, do I need to reach the character from the simulator script, capture the coherenceInput and move it according to the value there, if so, how do I do this?

Below I am attaching photos of the code and components including the whole setup.

using Coherence.Toolkit;
using Coherence.Toolkit.Bindings;
using System.Linq;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    private CoherenceInput _coherenceInput;
    private CoherenceSync _coherenceSync;

    private void Awake()
    {
        _coherenceInput = GetComponent<CoherenceInput>();
        _coherenceSync = GetComponent<CoherenceSync>();
        Binding positionBinding = _coherenceSync.Bindings.FirstOrDefault(c => c.Name == "position");
        positionBinding.predictionMode = Coherence.PredictionMode.InputAuthority;
        positionBinding.OnNetworkSampleReceived += DetectMisprediction;
    }

    private void DetectMisprediction(object sampleData, bool arg2, long arg3)
    {
        const float MispredictionThreshold = 3;

        var networkPosition = (Vector3)sampleData;
        var distance = (networkPosition - transform.position).magnitude;

        if (distance >= MispredictionThreshold)
        {
            transform.position = networkPosition;
        }
    }

    private void Update()
    {
        if (_coherenceSync.HasInputAuthority)
        {
            SendInputs();
        }
    }

    private void SendInputs()
    {
        Vector2 input = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
        _coherenceInput.SetAxis2D("Joystick",input);
    }

    private void ProcessInputs()
    {
        Vector2 input = _coherenceInput.GetAxis2D("Joystick");
        transform.Translate(input * Time.deltaTime * 10);
    }
}

using Coherence.Toolkit;
using UnityEngine;

public class PlayerMovementSimulator : MonoBehaviour
{
    private CoherenceBridge _bridge;
    private bool _isSimulator;
    private void Awake()
    {
        _bridge = FindObjectOfType<CoherenceBridge>();
        _isSimulator = _bridge.IsSimulatorOrHost;
    }

    private void Update()
    {
        if (_isSimulator)
        {

        }
    }
}

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It looks like you’re missing this block:

if (coherenceSync.HasStateAuthority || coherenceSync.HasInputAuthority)
    {
        ProcessInputs();
    }

Take a look at the Update function here: Server-authoritative setup | coherence Documentation

When I add the block and run the same setup, when I start the simulator, I can control the character born with the simulator, but the character in the editor cannot control itself because it has no state authoritiy.

But isn’t this what should happen anyway, I should be able to control it only with input authority while the state authority remains on the server side?

Are you assigning Input Authority to the client?

public void AssignNewInputAuthority(CoherenceClientConnection newInputOwner)
{
    var coherenceSync = GetComponent<CoherenceSync>();
    coherenceSync.TransferAuthority(newInputOwner.ClientId, AuthorityType.Input);
}