Photon Quantum 3.0.0

Static Public Member Functions | List of all members
Quantum.Editor.QuantumEditorMenuCreateScene Class Reference

Utility methods to create and set up a Quantum Unity scene. More...

Static Public Member Functions

static void AddCurrentSceneToSettings ()
 Add the current scene to the build settings. More...
 
static void AddScenePathToBuildSettings (string scenePath, bool addToTop)
 Add a scene path to the build settings More...
 
static void AddSceneToBuildSettings (this Scene scene)
 Add the scene to the build settings. More...
 
static void CreateAndSaveNewQuantumScene ()
 Create and save a new empty Quantum game scene and Quantum map asset inside QuantumEditorSettings.DefaultNewAssetsLocation. More...
 
static void CreateNewQuantumScene ()
 Create a new empty Quantum game scene and Quantum map asset. More...
 
static void CreateNewQuantumScene (string scenePath, string mapAssetPath, bool saveScene, bool addToBuildSettings)
 Create a new empty Quantum game scene and Quantum map asset. More...
 
static void CreateSimpleConnectionScene (string scenePath)
 Create the simple connection sample scene. More...
 
static void DirtyAndSaveScene (Scene scene)
 Add a scene to the build settings. More...
 
static void SetupNewQuantumScene ()
 Setup a new Quantum scene. More...
 
static QuantumMapData SetupNewQuantumScene (string mapAssetPath, RuntimeConfig runtimeConfig)
 Setup a new Quantum scene and save the Map asset at the propsed path. More...
 

Detailed Description

Utility methods to create and set up a Quantum Unity scene.

Member Function Documentation

◆ CreateNewQuantumScene() [1/2]

static void Quantum.Editor.QuantumEditorMenuCreateScene.CreateNewQuantumScene ( )
static

Create a new empty Quantum game scene and Quantum map asset.

◆ CreateAndSaveNewQuantumScene()

static void Quantum.Editor.QuantumEditorMenuCreateScene.CreateAndSaveNewQuantumScene ( )
static

Create and save a new empty Quantum game scene and Quantum map asset inside QuantumEditorSettings.DefaultNewAssetsLocation.

◆ CreateNewQuantumScene() [2/2]

static void Quantum.Editor.QuantumEditorMenuCreateScene.CreateNewQuantumScene ( string  scenePath,
string  mapAssetPath,
bool  saveScene,
bool  addToBuildSettings 
)
inlinestatic

Create a new empty Quantum game scene and Quantum map asset.

Parameters
scenePathPath to the scene asset, can be null to store by default name under QuantumEditorSettings.DefaultNewAssetsLocation
mapAssetPathThe path to the map asset that is created with the scene
saveSceneSave the scene
addToBuildSettingsAdd the scene to build settings

◆ CreateSimpleConnectionScene()

static void Quantum.Editor.QuantumEditorMenuCreateScene.CreateSimpleConnectionScene ( string  scenePath)
inlinestatic

Create the simple connection sample scene.

Parameters
scenePathPath to scene to be created

◆ SetupNewQuantumScene() [1/2]

static void Quantum.Editor.QuantumEditorMenuCreateScene.SetupNewQuantumScene ( )
static

Setup a new Quantum scene.

◆ SetupNewQuantumScene() [2/2]

static QuantumMapData Quantum.Editor.QuantumEditorMenuCreateScene.SetupNewQuantumScene ( string  mapAssetPath,
RuntimeConfig  runtimeConfig 
)
inlinestatic

Setup a new Quantum scene and save the Map asset at the propsed path.

Parameters
mapAssetPathMap asset folder or path, can be null to store under QuantumEditorSettings.DefaultNewAssetsLocation
runtimeConfigRuntime Config to assign to the debug runner, can be null

◆ AddCurrentSceneToSettings()

static void Quantum.Editor.QuantumEditorMenuCreateScene.AddCurrentSceneToSettings ( )
inlinestatic

Add the current scene to the build settings.

◆ DirtyAndSaveScene()

static void Quantum.Editor.QuantumEditorMenuCreateScene.DirtyAndSaveScene ( Scene  scene)
inlinestatic

Add a scene to the build settings.

Parameters
sceneScene handle

◆ AddSceneToBuildSettings()

static void Quantum.Editor.QuantumEditorMenuCreateScene.AddSceneToBuildSettings ( this Scene  scene)
inlinestatic

Add the scene to the build settings.

Parameters
sceneScene handle

◆ AddScenePathToBuildSettings()

static void Quantum.Editor.QuantumEditorMenuCreateScene.AddScenePathToBuildSettings ( string  scenePath,
bool  addToTop 
)
inlinestatic

Add a scene path to the build settings

Parameters
scenePathPath to the scene
addToTopAdd the new scene to the top