Simulate Lag/Packet loss for debug purposes

Hi and welcome!

For the purposes of debugging your current conditions, we have a profiler in the built-in Unity profiler that’ll show you a bunch of debugging info regarding coherence on the network:

From the SDK, you can also check out Client.Ping, e.g.

        CoherenceBridge bridge;
        if (CoherenceBridgeStore.TryGetBridge(gameObject.scene, out bridge))
        {
            Debug.Log(bridge.Client.Ping.ToString());
        }

If you’d like to change your network conditions to different scenarios, a tool we use internally is Clumsy: clumsy, an utility for simulating broken network for Windows Vista / Windows 7 and above

Regarding server authority to prevent cheating - you have it correct. You are also correct that you’ll find it much easier to develop and iterate your game without setting up server authority and input queues. It’s always recommended during early dev of your game to implement it without a simulator/input queues to prove out your game design. The great thing about coherence is that we are built from the ground up to support dynamic authority, so as you decide that you truly need server authority it is much more straightforward to refactor in that direction. I won’t lie and say it will be easy but we provide all the necessary tooling in the SDK to make this change as you decide you need it.