Photon Quantum 3.0.0

Quantum.DynamicMap Member List

This is the complete list of members for Quantum.DynamicMap, including all inherited members.

AddCollider2D(FrameBase f, MapStaticCollider2D collider, bool resetPhysics=true)Quantum.DynamicMapinline
AddCollider3D(FrameBase f, MapStaticCollider3D collider, bool resetPhysics=true)Quantum.DynamicMapinline
AddMeshCollider(FrameBase f, IList< FPVector3 > vertices, IList< int > indices=null, int additionalCapacity=0, StaticColliderData? staticData=default, bool resetPhysics=true, FPVector3? position=null, FPQuaternion? rotation=null, AssetRef< PhysicsMaterial >? material=null, bool smoothSphereCollisions=false)Quantum.DynamicMapinline
AllRuntimeTrianglesQuantum.Map
BucketingAxisQuantum.Map
BucketsCountQuantum.Map
BucketsSubdivisionsQuantum.Map
CollidersManagedTrianglesQuantum.Map
CollidersRuntimeTrianglesQuantum.Map
DeserializeRuntimeTriangles(Byte[] data, ref UnmanagedTriangleArray tris, SortedDictionary< int, MeshUnmanagedTrianglesRef > meshes, Native.Allocator allocator)Quantum.DynamicMapinlineprotectedvirtual
Disposed(IResourceManager resourceManager, Native.Allocator allocator)Quantum.Mapinline
EditMeshTriangles(FrameBase f, int meshColliderIndex)Quantum.DynamicMapinline
EnsurePhysicsWorldSizeInValidRange()Quantum.Mapinline
FreeTrianglePoolQuantum.DynamicMap
FromStaticMap< T >(Map map)Quantum.DynamicMapinlinestatic
GetNavMesh(String name)Quantum.Mapinline
GetStaticColliderTrianglesSerializedSize(bool isWriting)Quantum.Mapinline
GridNodeSizeQuantum.Map
GridSizeXQuantum.Map
GridSizeYQuantum.Map
InitializeStaticTriangles(IResourceManager resourceManager, Native.Allocator allocator)Quantum.DynamicMapinlineprotectedvirtual
Loaded(IResourceManager resourceManager, Native.Allocator allocator)Quantum.DynamicMapinline
MapEntitiesQuantum.Map
NavMeshesQuantum.Map
NavMeshLinksQuantum.Map
ReadRuntimeTriangles(ByteStream stream, SortedDictionary< int, MeshUnmanagedTrianglesRef > dict, Native.Allocator allocator, ref UnmanagedTriangleArray dest)Quantum.DynamicMapinlineprotectedvirtual
ReadTrianglesFromBakeData(ByteStream stream, Native.Allocator allocator)Quantum.Mapinlineprotectedvirtual
RegionMapQuantum.Map
RegionsQuantum.Map
RemoveAllColliders2D(FrameBase f)Quantum.DynamicMapinline
RemoveAllColliders3D(FrameBase f)Quantum.DynamicMapinline
RemoveCollider2D(FrameBase f, int colliderId, bool resetPhysics=true)Quantum.DynamicMapinline
RemoveCollider3D(FrameBase f, int colliderId, bool resetPhysics=true)Quantum.DynamicMapinline
RemoveMeshCollider(FrameBase f, int meshColliderId, bool resetPhysics=true)Quantum.DynamicMapinline
ReserveMeshColliders(FrameBase f, int count, int capacity, StaticColliderData? staticData=null, bool resetPhysics=true)Quantum.DynamicMapinline
SceneQuantum.Map
SceneGuidQuantum.Map
SceneMeshCellSizeQuantum.Map
ScenePathQuantum.Map
SerializedTriangleDataUncompressedSizeQuantum.Map
SerializeRuntimeTriangles(UnmanagedTriangleArray tris, SortedDictionary< int, MeshUnmanagedTrianglesRef > meshes)Quantum.DynamicMapinlineprotectedvirtual
SerializeStaticColliderTriangles(ByteStream stream, Native.Allocator allocator, Boolean write)Quantum.Mapinline
SerializeTrianglesMetadataQuantum.Map
SortingAxisQuantum.Map
SourceMapQuantum.DynamicMap
StaticColliders2DQuantum.Map
StaticColliders3DQuantum.Map
StaticColliders3DTrianglesQuantum.Map
StaticColliders3DTrianglesDataQuantum.Map
StaticPolygonColliderDataQuantum.Map
TriangleMeshCellSizeQuantum.Map
UserAssetQuantum.Map
WorldExtentXQuantum.Map
WorldExtentYQuantum.Map
WorldOffsetQuantum.Map
WorldSizeQuantum.Map
WorldSizeXQuantum.Map
WorldSizeYQuantum.Map
WriteRuntimeTriangles(ByteStream stream, UnmanagedTriangleArray source, SortedDictionary< int, MeshUnmanagedTrianglesRef > runtimeTriangles)Quantum.DynamicMapinlineprotectedvirtual
WriteTrianglesFromBakeData(ByteStream stream)Quantum.Mapinlineprotectedvirtual