Photon Quantum 2.1.1

Namespaces | Classes | Enumerations
Quantum Namespace Reference

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...
 

Enumeration Type Documentation

◆ CallbackFlags

enum Quantum.CallbackFlags : int
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.

◆ SimulationUpdateTime

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.

Enumerator
Default 

Internal stopwatch. Recommended for releasing games.

EngineDeltaTime 

Engine (Unity) delta time. Extremely useful when pausing the Unity simulation during debugging for example.

Caveat: the setting can cause issues with time synchronization when initializing online matches: the time tracking can be inaccurate under load (e.g.level loading) and result in a lot of large extra time syncs request and canceled inputs for a client when starting an online game.

EngineUnscaledDeltaTime 

Engine unscaled delta time.