Photon Quantum 2.1.1

Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
 NExample
 NPhoton
 NDeterministic
 NQuantum
 NCollections
 NCore
 NPhysics2D
 NPhysics3D
 CCallbackChecksumComputedCallback called when a checksum has been computed
 CCallbackChecksumErrorCallback called on a checksum error
 CCallbackChecksumErrorFrameDumpCallback called when due to a checksum error a frame is dumped
 CCallbackEventCanceledCallback 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
 CCallbackEventConfirmedCallback called when an event was confirmed by a verified frame
 CCallbackGameDestroyedCallback called when the game was destroyed
 CCallbackGameResyncedCallback called when the game has been re-synchronized from a snapshot
 CCallbackGameStartedCallback called when the game has been started
 CCallbackInputConfirmedCallback when local input was confirmed
 CCallbackPluginDisconnectCallback called when the local client is disconnected by the plugin
 CCallbackPollInputCallback called when the simulation queries local input
 CCallbackSimulateFinishedCallback called when frame simulation has completed
 CCallbackUpdateViewCallback guaranteed to be called every rendered frame
 CCharacterController2D
 CCharacterController2DMovementResult of a 2D KCC raw movement query
 CCharacterController3D
 CCharacterController3DMovementResult of a 3D KCC raw movement query
 CCollisionInfo2DInfo about a collision between two 2D physics colliders
 CCollisionInfo3DInfo about a collision between two 3D physics colliders
 CEntityRefQuantum entity reference
 CExitInfo2DInfo about two entities that were colliding in the 2D Physics
 CExitInfo3DInfo about two entities that were colliding in the 3D Physics
 CFrameThe user implementation of FrameBase that resides in the project quantum_state and has access to all user relevant classes
 CISignalOnCollision2DInterface for receiving callbacks once per frame while two non-trigger 2D colliders are touching
 CISignalOnCollision3DInterface for receiving callbacks once per frame while two non-trigger 3D colliders are touching
 CISignalOnCollisionEnter2DInterface for receiving callbacks once two non-trigger 2D colliders start touching
 CISignalOnCollisionEnter3DInterface for receiving callbacks once two non-trigger 3D colliders start touching
 CISignalOnCollisionExit2DInterface for receiving callbacks once two non-trigger 2D colliders stop touching
 CISignalOnCollisionExit3DInterface for receiving callbacks once two non-trigger 3D colliders stop touching
 CISignalOnNavMeshMoveAgentSignal is called when the agent should move. The desired direction is influence by avoidance
 CISignalOnNavMeshSearchFailedSignal is fired when the agent could not find a path in the agent update after using NavMeshSteeringAgent.SetTarget(Core.FrameBase, FPVector2, NavMesh, bool)
 CISignalOnNavMeshWaypointReachedSignal is fired when an agent reaches a waypoint
 CISignalOnTrigger2DInterface for receiving callbacks once per frame while a non-trigger and a trigger 2D colliders are touching
 CISignalOnTrigger3DInterface for receiving callbacks once per frame while a non-trigger and a trigger 3D colliders are touching
 CISignalOnTriggerEnter2DInterface for receiving callbacks once a non-trigger and a trigger 2D colliders start touching
 CISignalOnTriggerEnter3DInterface for receiving callbacks once a non-trigger and a trigger 3D colliders start touching
 CISignalOnTriggerExit2DInterface for receiving callbacks once a non-trigger and a trigger 2D colliders stop touching
 CISignalOnTriggerExit3DInterface for receiving callbacks once a non-trigger and a trigger 3D colliders stop touching
 CNavigationNavigation API
 CNavMeshThe 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
 CNavMeshAgentConfigThe configuration file for navmesh agent components
 CNavMeshAgentSteeringDataNavmesh agent steering data passed into callbacks
 CNavMeshAvoidanceAgent(requires SteeringAgent and PathfinderAgent)
 CNavMeshPathfinderThe NavMeshAgent is an entity component for automated navmesh navigation and steering
 CNavMeshRegionMaskInternally stores a unsigned long to be able to toggle 64 different regions
 CNavMeshSteeringAgentRequires NavMeshPathfinder component
 CPhysicsJoints2DA component holding one or more Physics2D.Joint, defining connections between a 2D Physics Body and anchors according to velocity and/or position constraints
 CPhysicsJoints3DA component holding one or more Joint3D, defining connections between a 3D Physics Body and anchors according to velocity and/or position constraints
 CPlayerRefRepresents a Quantum player
 CQuantumGameQuantumGame acts as an interface to the simulation from the client code's perspective
 CQuantumGameFlagsThis 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
 CRuntimeConfigIn contrast to the SimulationConfig, which has only static configuration data, the RuntimeConfig holds information that can be different from game to game
 CShape2DDefines 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
 CShape3DDefines 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
 CSimulationConfigThe SimulationConfig holds parameters used in the ECS layer and inside core systems like physics and navigation
 CStaticColliderDataInformation about a static collider
 CTransform2DThe Transform2D is an entity component providing position and rotation a 2D object
 CTransform3DThe Transform3D is an entity component providing position and rotation for a 3D object
 CTriggerInfo2DInfo about a collision between a trigger and a non-trigger 2D physics colliders
 CTriggerInfo3DInfo about a collision between a trigger and a non-trigger 3D physics colliders
 NSystem
 NDiagnostics