▼NExample | |
▼NPhoton | |
►NDeterministic | |
►NServer | |
CDeterministicPluginClient | The client representation in the Quantum server plugin |
CDeterministicPluginSession | The session object of the Quantum server plugin. Only one session is being created by one DeterministicServer |
CDeterministicServer | Override this class and implement its virtual methods to hook into the Quantum server callbacks |
CDeterministicPlugin | Override the Quantum plugin class to create a custom server object |
CDeterministicPluginFactory | The default Quantum plugin factory. Replace with custom implementation of IPluginFactory. Change the name accordingly in your Photon dashboard and in this file (Photon-Server\deploy\LoadBalancing\GameServer\bin\plugin.config) to run locally |
CDeterministicSessionConfig | Parameterize internals of the Deterministic simulation and plugin (the Quantum server component) |
CFP | A fixed-point number. 16 lower bits are used for the decimal part, 48 for the integral part |
CFPBounds2 | Represents an 2D axis aligned bounding box (AABB) |
CFPBounds3 | Represents an 3D axis aligned bounding box (AABB) |
CFPCollision | A collection of collision helper functions |
CFPLut | FP lookup table. Used internally by trigonometric and square root functions |
CFPMath | A collection of common math functions |
CFPMatrix2x2 | Represents 2x2 column major matrix, which can be used for 2D scaling and rotation. Each cell can be individually accessed as a field (M<row><column>) |
CFPMatrix3x3 | Represents 3x3 column major matrix. Each cell can be individually accessed as a field (M<row><column>), with indexing indexing property[row, column] or with indexing property[index] |
CFPMatrix4x4 | Represents 4x4 column major matrix. Each cell can be individually accessed as a field (M<row><column>), with indexing indexing property[row, column] or with indexing property[index] |
CFPQuaternion | A Quaternion representing an orientation |
CFPVector2 | Represents a 2D Vector |
CFPVector3 | Represents a 3D Vector |
CNullableFP | A serializable equivalent of Nullable<FP> |
CNullableFPVector2 | A serializable equivalent of Nullable<FPVector2> |
CNullableFPVector3 | A serializable equivalent of Nullable<FPVector3> |
CNullableNonNegativeFP | A serializable equivalent of Nullable<FP> |
CRNGSession | PCG32 random generator, 16 bytes in size. http://www.pcg-random.org |
▼NQuantum | |
►NCollections | |
►NCore | |
CCompoundCommand | An auxiliary command that can be used to send multiple commands in one. Nested compound commands are accepted |
CCullingSystem2D | During Predicted frames, culls all cullable entities with Transform2D that are positioned out of the prediction area |
CCullingSystem3D | During Predicted frames, culls all cullable entities with Transform3D that are positioned out of the prediction area |
►CFrameBase | The Frame class is the container for all the transient and static game state data, including the API for entities, physics, assets and others |
CEntitiesConfig | Global entities configuration |
CFrameBaseUnsafe | Frame API to give access to C# unsafe pointers and advanced immediate operations |
►NPhysics2D | |
CDistanceJoint | A Joint that connects a Physics Body to an anchor and attempts to keep them a certain distance apart. The connected anchor can be a world-space position or another entity with at least a transform component |
CHingeJoint | A Joint that attaches a Physics Body to an anchor around which it can rotate. The connected anchor can be a world-space position or another entity with at least a transform component. The rotation can happen freely or, optionally, with limiting angles and/or a motor torque |
CHit | Information returned from a valid hit of a physics query |
CJoint | Defines a connection between a 2D Physics Body and an anchor, according to velocity and/or position constraints. The connected anchor can be a world-space position or another entity with at least a transform component |
►CPhysicsEngine2D | 2D Physics API |
CApi | 2D Physics API |
CSpringJoint | A Joint that attaches a Physics Body to an anchor as if connected by a spring, trying to keep them a certain distance apart. The connected anchor can be a world-space position or another entity with at least a transform component |
►NPhysics3D | |
CDistanceJoint3D | A Joint3D that connects a Physics Body to an anchor and attempts to keep them a certain distance apart. The connected anchor can be a world-space position or another entity with at least a transform component |
CHingeJoint3D | A Joint3D that attaches a Physics Body to an anchor around which it can rotate. The connected anchor can be a world-space position or another entity with at least a transform component. The rotation can happen freely or, optionally, with limiting angles and/or a motor torque |
CHit3D | Information returned from a valid hit of a physics query |
CJoint3D | Defines a connection between a 3D Physics Body and an anchor, according to velocity and/or position constraints. The connected anchor can be a world-space position or another entity with at least a transform component |
►CPhysicsEngine3D | 3D Physics API |
CApi | 3D Physics API |
CSpringJoint3D | A Joint3D that attaches a Physics Body to an anchor as if connected by a spring, trying to keep them a certain distance apart. The connected anchor can be a world-space position or another entity with at least a transform component |
CCallbackChecksumComputed | Callback called when a checksum has been computed |
CCallbackChecksumError | Callback called on a checksum error |
CCallbackChecksumErrorFrameDump | Callback called when due to a checksum error a frame is dumped |
CCallbackEventCanceled | Callback called when an event raised in a predicted frame was canceled in a verified frame due to a roll-back / missed prediction. Synchronised events are only raised on verified frames and thus will never be canceled; this is useful to graciously discard non-sync'ed events in the view |
CCallbackEventConfirmed | Callback called when an event was confirmed by a verified frame |
CCallbackGameDestroyed | Callback called when the game was destroyed |
CCallbackGameResynced | Callback called when the game has been re-synchronized from a snapshot |
CCallbackGameStarted | Callback called when the game has been started |
CCallbackInputConfirmed | Callback when local input was confirmed |
CCallbackPluginDisconnect | Callback called when the local client is disconnected by the plugin |
CCallbackPollInput | Callback called when the simulation queries local input |
CCallbackSimulateFinished | Callback called when frame simulation has completed |
CCallbackUpdateView | Callback guaranteed to be called every rendered frame |
CCharacterController2D | |
CCharacterController2DMovement | Result of a 2D KCC raw movement query |
CCharacterController3D | |
CCharacterController3DMovement | Result of a 3D KCC raw movement query |
CCollisionInfo2D | Info about a collision between two 2D physics colliders |
CCollisionInfo3D | Info about a collision between two 3D physics colliders |
CEntityRef | Quantum entity reference |
CExitInfo2D | Info about two entities that were colliding in the 2D Physics |
CExitInfo3D | Info about two entities that were colliding in the 3D Physics |
CFrame | The user implementation of FrameBase that resides in the project quantum_state and has access to all user relevant classes |
CISignalOnCollision2D | Interface for receiving callbacks once per frame while two non-trigger 2D colliders are touching |
CISignalOnCollision3D | Interface for receiving callbacks once per frame while two non-trigger 3D colliders are touching |
CISignalOnCollisionEnter2D | Interface for receiving callbacks once two non-trigger 2D colliders start touching |
CISignalOnCollisionEnter3D | Interface for receiving callbacks once two non-trigger 3D colliders start touching |
CISignalOnCollisionExit2D | Interface for receiving callbacks once two non-trigger 2D colliders stop touching |
CISignalOnCollisionExit3D | Interface for receiving callbacks once two non-trigger 3D colliders stop touching |
CISignalOnNavMeshMoveAgent | Signal is called when the agent should move. The desired direction is influence by avoidance |
CISignalOnNavMeshSearchFailed | Signal is fired when the agent could not find a path in the agent update after using NavMeshSteeringAgent.SetTarget(Core.FrameBase, FPVector2, NavMesh, bool) |
CISignalOnNavMeshWaypointReached | Signal is fired when an agent reaches a waypoint |
CISignalOnTrigger2D | Interface for receiving callbacks once per frame while a non-trigger and a trigger 2D colliders are touching |
CISignalOnTrigger3D | Interface for receiving callbacks once per frame while a non-trigger and a trigger 3D colliders are touching |
CISignalOnTriggerEnter2D | Interface for receiving callbacks once a non-trigger and a trigger 2D colliders start touching |
CISignalOnTriggerEnter3D | Interface for receiving callbacks once a non-trigger and a trigger 3D colliders start touching |
CISignalOnTriggerExit2D | Interface for receiving callbacks once a non-trigger and a trigger 2D colliders stop touching |
CISignalOnTriggerExit3D | Interface for receiving callbacks once a non-trigger and a trigger 3D colliders stop touching |
►CNavigation | Navigation API |
CConfig | Global navmesh configurations which are part of the SimulationConfig./> |
CConstants | Global navigation constants |
CPathFinder | Navmesh TA* pathfinder class |
CNavMesh | The asset object that contains a Quantum navigation mesh. The object loads an additional data file during the Loaded(IResourceManager, Native.Allocator). This is because of size limitations when loading the data with Unity serialization |
CNavMeshAgentConfig | The configuration file for navmesh agent components |
CNavMeshAgentSteeringData | Navmesh agent steering data passed into callbacks |
CNavMeshAvoidanceAgent | (requires SteeringAgent and PathfinderAgent) |
CNavMeshPathfinder | The NavMeshAgent is an entity component for automated navmesh navigation and steering |
CNavMeshRegionMask | Internally stores a unsigned long to be able to toggle 64 different regions |
CNavMeshSteeringAgent | Requires NavMeshPathfinder component |
►CPhysicsJoints2D | A component holding one or more Physics2D.Joint, defining connections between a 2D Physics Body and anchors according to velocity and/or position constraints |
CJointsIterator | An auxiliary struct to iterate over the joints on a PhysicsJoints2D component. Use PhysicsJoints2D.GetIterator to acquire an iterator for the component's joint buffer |
►CPhysicsJoints3D | A component holding one or more Joint3D, defining connections between a 3D Physics Body and anchors according to velocity and/or position constraints |
CJointsIterator3D | An auxiliary struct to iterate over the joints on a PhysicsJoints3D component. Use PhysicsJoints3D.GetIterator to acquire an iterator for the component's joint buffer |
CPlayerRef | Represents a Quantum player |
►CQuantumGame | QuantumGame acts as an interface to the simulation from the client code's perspective |
CFramesContainer | Stores the different frames the simulation uses during one tick |
CQuantumGameFlags | This class contains values for flags that will be accessible with QuantumGame.GameFlags. Built-in flags control some aspects of QuantumGame inner workings, without affecting the simulation outcome |
CRuntimeConfig | In contrast to the SimulationConfig, which has only static configuration data, the RuntimeConfig holds information that can be different from game to game |
►CShape2D | Defines a 2D shape with Type and data disposed in a union-like structure. All shapes have a UserTag, BroadRadius and Centroid. All non-compound shapes have a LocalTransform and their Centroid always match their local transform position |
CCompoundShape2D | A 2D shape type that can reference a group of other 2D shapes (including other compounds). Compound shape overlaps and physics colliders with compound shapes are supported |
►CShape3D | Defines a 3D shape with Type and data disposed in a union-like structure. All shapes have a UserTag, BroadRadius and Centroid. All non-compound shapes have a LocalTransform and their Centroid always match their local transform position |
CCompoundShape3D | A 3D shape type that can reference a group of other 3D shapes (including other compounds, but not Mesh and Terrain shapes). Compound shape overlaps and physics colliders with compound shapes are supported |
CSimulationConfig | The SimulationConfig holds parameters used in the ECS layer and inside core systems like physics and navigation |
CStaticColliderData | Information about a static collider |
CTransform2D | The Transform2D is an entity component providing position and rotation a 2D object |
CTransform3D | The Transform3D is an entity component providing position and rotation for a 3D object |
CTriggerInfo2D | Info about a collision between a trigger and a non-trigger 2D physics colliders |
CTriggerInfo3D | Info about a collision between a trigger and a non-trigger 3D physics colliders |
▼NSystem | |
►NDiagnostics | |