What problem does it solve? When a Unity game using coherence syncs dozens or thousands of entities (crowds, swarms, projectiles, AI agents), bandwidth and CPU costs spike, causing lag, stutter, and hitting the 20 Hz send-rate ceiling or the 32,768-entities-per-client cap. ## Core Features & Use Cases - Deterministic local simulation: Sync only a seed and target reference via SyncMode.CreationOnly, letting every client compute identical motion locally instead of replicating transforms. - Interest management: Use CoherenceLiveQuery with tuned Extent and CoherenceTagQuery so distant entities never replicate to a client. - PredictionMode tuning: Set bindings to Always or InputAuthority so locally simulated state is not overwritten by stale network samples. - Use Case: In a horde survival game with 500 enemies, spawn each with a CreationOnly seed, run deterministic movement on every client, and gate replication with a LiveQuery around each player — cutting per-frame traffic to near zero. ## Quick Start Ask the AI to reduce bandwidth for my coherence scene with hundreds of synced enemies using deterministic simulation and CoherenceLiveQuery.