Classes | |
class | CallbackChecksumComputed |
Callback called when a checksum has been computed. More... | |
class | CallbackChecksumError |
Callback called on a checksum error. More... | |
class | CallbackChecksumErrorFrameDump |
Callback called when due to a checksum error a frame is dumped. More... | |
class | CallbackEventCanceled |
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. More... | |
class | CallbackEventConfirmed |
Callback called when an event was confirmed by a verified frame. More... | |
class | CallbackGameDestroyed |
Callback called when the game was destroyed. More... | |
class | CallbackGameResynced |
Callback called when the game has been re-synchronized from a snapshot. More... | |
class | CallbackGameStarted |
Callback called when the game has been started. More... | |
class | CallbackInputConfirmed |
Callback when local input was confirmed. More... | |
class | CallbackPluginDisconnect |
Callback called when the local client is disconnected by the plugin. More... | |
class | CallbackPollInput |
Callback called when the simulation queries local input. More... | |
class | CallbackSimulateFinished |
Callback called when frame simulation has completed. More... | |
class | CallbackUpdateView |
Callback guaranteed to be called every rendered frame. More... | |
struct | CharacterController2D |
struct | CharacterController2DMovement |
Result of a 2D KCC raw movement query. More... | |
struct | CharacterController3D |
struct | CharacterController3DMovement |
Result of a 3D KCC raw movement query. More... | |
struct | CollisionInfo2D |
Info about a collision between two 2D physics colliders. More... | |
struct | CollisionInfo3D |
Info about a collision between two 3D physics colliders. More... | |
struct | EntityRef |
Quantum entity reference. More... | |
struct | ExitInfo2D |
Info about two entities that were colliding in the 2D Physics. More... | |
struct | ExitInfo3D |
Info about two entities that were colliding in the 3D Physics. More... | |
class | Frame |
The user implementation of FrameBase that resides in the project quantum_state and has access to all user relevant classes. More... | |
interface | ISignalOnCollision2D |
Interface for receiving callbacks once per frame while two non-trigger 2D colliders are touching. More... | |
interface | ISignalOnCollision3D |
Interface for receiving callbacks once per frame while two non-trigger 3D colliders are touching. More... | |
interface | ISignalOnCollisionEnter2D |
Interface for receiving callbacks once two non-trigger 2D colliders start touching. More... | |
interface | ISignalOnCollisionEnter3D |
Interface for receiving callbacks once two non-trigger 3D colliders start touching. More... | |
interface | ISignalOnCollisionExit2D |
Interface for receiving callbacks once two non-trigger 2D colliders stop touching. More... | |
interface | ISignalOnCollisionExit3D |
Interface for receiving callbacks once two non-trigger 3D colliders stop touching. More... | |
interface | ISignalOnNavMeshMoveAgent |
Signal is called when the agent should move. The desired direction is influence by avoidance. More... | |
interface | ISignalOnNavMeshSearchFailed |
Signal is fired when the agent could not find a path in the agent update after using NavMeshSteeringAgent.SetTarget(Core.FrameBase, FPVector2, NavMesh, bool) More... | |
interface | ISignalOnNavMeshWaypointReached |
Signal is fired when an agent reaches a waypoint. More... | |
interface | ISignalOnTrigger2D |
Interface for receiving callbacks once per frame while a non-trigger and a trigger 2D colliders are touching. More... | |
interface | ISignalOnTrigger3D |
Interface for receiving callbacks once per frame while a non-trigger and a trigger 3D colliders are touching. More... | |
interface | ISignalOnTriggerEnter2D |
Interface for receiving callbacks once a non-trigger and a trigger 2D colliders start touching. More... | |
interface | ISignalOnTriggerEnter3D |
Interface for receiving callbacks once a non-trigger and a trigger 3D colliders start touching. More... | |
interface | ISignalOnTriggerExit2D |
Interface for receiving callbacks once a non-trigger and a trigger 2D colliders stop touching. More... | |
interface | ISignalOnTriggerExit3D |
Interface for receiving callbacks once a non-trigger and a trigger 3D colliders stop touching. More... | |
class | Navigation |
Navigation API More... | |
class | NavMesh |
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. More... | |
class | NavMeshAgentConfig |
The configuration file for navmesh agent components. More... | |
struct | NavMeshAgentSteeringData |
Navmesh agent steering data passed into callbacks. More... | |
struct | NavMeshAvoidanceAgent |
(requires SteeringAgent and PathfinderAgent) More... | |
struct | NavMeshPathfinder |
The NavMeshAgent is an entity component for automated navmesh navigation and steering. More... | |
struct | NavMeshRegionMask |
Internally stores a unsigned long to be able to toggle 64 different regions. More... | |
struct | NavMeshSteeringAgent |
Requires NavMeshPathfinder component. More... | |
struct | PhysicsJoints2D |
A component holding one or more Physics2D.Joint, defining connections between a 2D Physics Body and anchors according to velocity and/or position constraints. More... | |
struct | PhysicsJoints3D |
A component holding one or more Joint3D, defining connections between a 3D Physics Body and anchors according to velocity and/or position constraints. More... | |
struct | PlayerRef |
Represents a Quantum player. More... | |
class | QuantumGame |
QuantumGame acts as an interface to the simulation from the client code's perspective. More... | |
class | QuantumGameFlags |
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. More... | |
class | RuntimeConfig |
In contrast to the SimulationConfig, which has only static configuration data, the RuntimeConfig holds information that can be different from game to game. More... | |
struct | Shape2D |
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. More... | |
struct | Shape3D |
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. More... | |
class | SimulationConfig |
The SimulationConfig holds parameters used in the ECS layer and inside core systems like physics and navigation. More... | |
struct | StaticColliderData |
Information about a static collider. More... | |
struct | Transform2D |
The Transform2D is an entity component providing position and rotation a 2D object. More... | |
struct | Transform3D |
The Transform3D is an entity component providing position and rotation for a 3D object. More... | |
struct | TriggerInfo2D |
Info about a collision between a trigger and a non-trigger 2D physics colliders. More... | |
struct | TriggerInfo3D |
Info about a collision between a trigger and a non-trigger 3D physics colliders. More... | |
Enumerations | |
enum | CallbackFlags : int |
Represents which collision callbacks will be called for an entity. More... | |
enum | SimulationUpdateTime |
The type of measuring time progressions to update the local simulation. More... | |
|
strong |
Represents which collision callbacks will be called for an entity.
By default, no callbacks are called unless at least one of the entities involved in a collision have the respective flag set.
The callbacks are called for every entity involved in a collision that has the respective collision type flag set.
No collision is checked between two kinematic colliders that are both trigger or both non-trigger.
Enumerator | |
---|---|
None | Set None to stop receiving callbacks for an entity. |
OnDynamicCollision | Called once per frame while two non-trigger colliders are touching. Related signals: ISignalOnCollision2D and ISignalOnCollision3D. |
OnDynamicCollisionEnter | Called once two non-trigger colliders start touching. Related signals: ISignalOnCollisionEnter2D and ISignalOnCollisionEnter3D. |
OnDynamicCollisionExit | Called once two non-trigger colliders stop touching. Related signals: ISignalOnCollisionExit2D and ISignalOnCollisionExit3D. |
OnStaticCollision | Called once per frame while a non-trigger collider is touching a non-trigger static collider. Related signals: ISignalOnCollision2D and ISignalOnCollision3D. |
OnStaticCollisionEnter | Called once a non-trigger collider start touching a non-trigger static collider. Related signals: ISignalOnCollisionEnter2D and ISignalOnCollisionEnter3D. |
OnStaticCollisionExit | Called once a non-trigger collider stop touching a non-trigger static collider. Related signals: ISignalOnCollisionExit2D and ISignalOnCollisionExit3D. |
OnDynamicTrigger | Called once per frame while a trigger collider is touching a non-trigger collider. Related signals: ISignalOnTrigger2D and ISignalOnTrigger3D. |
OnDynamicTriggerEnter | Called once a trigger collider start touching a non-trigger collider. Related signals: ISignalOnTriggerEnter2D and ISignalOnTriggerEnter3D. |
OnDynamicTriggerExit | Called once a trigger collider stop touching a non-trigger collider. Related signals: ISignalOnTriggerExit2D and ISignalOnTriggerExit3D. |
OnStaticTrigger | Called once per frame while a non-trigger collider is touching a trigger static collider. Related signals: ISignalOnTrigger2D and ISignalOnTrigger3D. |
OnStaticTriggerEnter | Called once a non-trigger collider start touching a trigger static collider. Related signals: ISignalOnTriggerEnter2D and ISignalOnTriggerEnter3D. |
OnStaticTriggerExit | Called once a non-trigger collider stop touching a trigger static collider. Related signals: ISignalOnTriggerExit2D and ISignalOnTriggerExit3D. |
|
strong |
The type of measuring time progressions to update the local simulation.
Caveat: Changing it will make every client use the setting which might be undesirable when only used for debugging.