Photon Quantum 3.0.0

Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 1234]
 CPhoton.Deterministic.Native.AllocatorRepresents native memory allocations and is used in many places across the engine
 CPhoton.Deterministic.Native.AllocatorVTableEqual to the AllocatorVTableManaged but with marshaled function pointers
 CPhoton.Deterministic.Native.AllocatorVTableManagedA class that wraps memory allocation methods to be used in native code parts of the engine
 CQuantum.Physics2D.PhysicsEngine2D.Api2D Physics API
 CQuantum.Physics3D.PhysicsEngine3D.Api3D Physics API
 CQuantum.Core.FrameContext.ArgsThe FrameContext creating arguments
 CQuantum.SessionRunner.ArgumentsArguments to start an online or offline Quantum simulation
 CQuantum.ArrayUtilsA collection of utility methods for working with arrays
 CQuantum.AssertProvides methods for asserting conditions. Throws an AssertException when a condition is not met. Methods are only invoked in DEBUG builds unless otherwise specified
 CQuantum.AssertExceptionAn exception that is thrown when an assertion fails
 CQuantum.Editor.AssetDatabaseUtilsUtility methods for working with Unity's AssetDatabase
 CAssetDBRepresents an asset database
 CQuantum.Editor.AssetDatabaseUtils.AssetEnumerableEnumerable of assets in the project that match the given search criteria
 CQuantum.Editor.AssetDatabaseUtils.AssetEnumeratorEnumerates assets in the project that match the given search criteria using HierarchyProperty API. Obtained with AssetDatabaseUtils.IterateAssets
 CQuantum.AssetGuidRepresents a unique identifier for an asset
 CQuantum.AssetObjectIdentifierA struct that identifies an asset object by either its GUID and (optionally) path
 CAssetObjectQueryRepresents a query for asset objects in the resource manager
 CQuantum.QuantumUnityJsonSerializer.AssetObjectSurrogateBase class for asset object surrogates
 CQuantum.AssetRefAn indirect reference to an AssetObject
 CQuantum.AssetRef< T >An indirect reference to an AssetObject of type T
 CQuantum.AssetRef< EntityView >
 CQuantum.AssetRef< Quantum.EntityView >
 CQuantum.AssetRef< Quantum.Quantum.EntityPrototype >
 CQuantum.AssetRef< Quantum.Quantum.NavMesh >
 CQuantum.AssetRef< Quantum.Quantum.NavMeshAgentConfig >
 CQuantum.AssetRef< Quantum.Quantum.PhysicsMaterial >
 CQuantum.AssetRef< Quantum.BinaryData >
 CQuantum.AssetRef< Quantum.CharacterController2DConfig >
 CQuantum.AssetRef< Quantum.CharacterController3DConfig >
 CQuantum.AssetRef< Quantum.Map >
 CQuantum.AssetRef< Quantum.NavMesh >
 CQuantum.AssetRef< Quantum.NavMeshAgentConfig >
 CQuantum.AssetRef< Quantum.PhysicsMaterial >
 CQuantum.AssetRef< Quantum.PolygonCollider >
 CQuantum.AssetRef< Quantum.SimulationConfig >
 CQuantum.AssetRef< Quantum.SystemsConfig >
 CQuantum.AssetRef< TerrainCollider >
 CQuantum.BinaryDataAn asset containing raw binary data. Use CreateByteStream to access contents safely and auto-decompress, if compressed
 CQuantum.BitSet1024A bitmask with 1024 bits
 CQuantum.BitSetRefA variable sized bitmask
 CPhoton.Deterministic.BitStreamWrites information at the bit level to a byte array
 CQuantum.BitStreamExtensionsCoreBit steam extensions methods to serialize Quantum specific concrete types
 CQuantum.Shape2D.BoxShapeDefines a 2D box in its local space. In order to create a Shape2D of type Shape2DType.Box, use Shape2D.CreateBox.

See also
Shape2D, Shape2DType
 CQuantum.Shape3D.BoxShapeDefines a 3D box shape in its local space. In order to create a Shape3D of type Shape3DType.Box, use Shape3D.CreateBox.

See also
Shape3D, Shape3DType
 CQuantum.ButtonThe Quantum button used for player input. Instead of using bools or similar data types to represent key presses, the Button type is used inside the Input DSL definition. This is because it only uses one bit per instance, so it is favorable to use where possible. Although they only use one bit over the network, locally they will contain a bit more game state. This is because the single bit is only representative of whether or not the button was pressed during the current frame, the rest of the information is computed locally
 CQuantum.Json.ByteArrayConverterConverts byte arrays to and from JSON in a way compatible with the Unity's built-in JSON utility
 CQuantum.ByteSerializerHashMapper< T >Maps value hashes to an indexed collection of previous values. Can be used in combination with a ByteStream to avoid serializing the same value multiple times
 CQuantum.ByteSerializerHashMapper< FPVector3RawInt >
 CQuantum.ByteStreamThe byte stream is a class to serialize and deserialize byte-wise data. It's mostly used by Quantum asset serialization and deserialization. The data is stored inside a byte array internally
 CQuantum.ByteStreamExtensionByte stream extension methods
 CPhoton.Deterministic.ByteUtilsUtility class for working with bytes
 CQuantum.Shape2D.CapsuleShapeDefines a 2D capsule in its local space. In order to create a Shape2D of type Shape2DType.Capsule, use Shape2D.CreateCapsule.

See also
Shape2D, Shape2DType
 CQuantum.Shape3D.CapsuleShapeDefines a 3D capsule shape in its local space. In order to create a Shape3D of type Shape3DType.Capsule, use Shape3D.CreateCapsule.

See also
Shape3D, Shape3DType
 CQuantum.TriangleMesh.CellBoundsThe bounds of a cell
 CQuantum.CharacterController2DConfigThe configuration values of the CharacterController2D. Use this to setup the kcc shape size and tune its movement and collision detection
 CQuantum.CharacterController2DMovementResult of a 2D KCC raw movement query
 CQuantum.Prototypes.CharacterController2DPrototypePrototype of the CharacterController2D Quantum component
 CQuantum.CharacterController3DConfigThe configuration values of the CharacterController3D. Use this to setup the kcc shape size and tune its movement and collision detection
 CQuantum.CharacterController3DMovementResult of a 3D KCC raw movement query
 CQuantum.Prototypes.CharacterController3DPrototypePrototype of the CharacterController3D Quantum component
 CQuantum.ChecksumFile.ChecksumEntryRepresents one recorded checksum
 CPhoton.Deterministic.ChecksumErrorFrameDumpA class that accumulates frame dumps from other clients during a checksum desync
 CQuantum.ChecksumErrorFrameDumpContextGathers additional meta data during the Quantum game callback IDeterministicGame.GetExtraErrorFrameDumpData in response to a checksum error
 CQuantum.ChecksumFileA serializable object that contains recorded checksums for a Quantum session
 CQuantum.ChecksumFileHelperHelper methods to convert between ulong and long
 CQuantum.Shape2D.CircleShapeDefines a 2D circle in its local space. In order to create a Shape2D of type Shape2DType.Circle, use Shape2D.CreateCircle.

See also
Shape2D, Shape2DType
 CQuantum.CollisionInfo2DInfo about a collision between two 2D physics colliders
 CQuantum.CollisionInfo3DInfo about a collision between two 3D physics colliders
 CQuantum.Physics2D.CollisionResultInfo2DA structure for containing all the result information from the collision between two shapes
 CQuantum.ColorRGBAQuantum representation of a color with 4 channels (R, G, B, A) each represented by a byte
 CPhoton.Deterministic.FP.ComparerCompares FPs
 CQuantum.ComponentBlockIterator< T >Component block iterators give the fastest possible access via pointers
 CQuantum.ComponentCallbacksComponent callbacks
 CQuantum.ComponentFilter< T0, T1 >Filter entities by component types
 CQuantum.ComponentFilter< T0 >Filter entities by component types
 CQuantum.ComponentFilter< T0, T1, T2 >Filter entities by component types
 CQuantum.ComponentFilter< T0, T1, T2, T3 >Filter entities by component types
 CQuantum.ComponentFilter< T0, T1, T2, T3, T4 >Filter entities by component types
 CQuantum.ComponentFilter< T0, T1, T2, T3, T4, T5, T6, T7 >Filter entities by component types
 CQuantum.ComponentFilter< T0, T1, T2, T3, T4, T5 >Filter entities by component types
 CQuantum.ComponentFilter< T0, T1, T2, T3, T4, T5, T6 >Filter entities by component types
 CQuantum.ComponentFilterStruct< T >Component filter
 CQuantum.ComponentFilterStructMetaComponent filter that is initialized from a filter class having component fields
 CQuantum.ComponentPrototypeRefRepresents a generalized reference to a component prototype. The prototype can either come from an entity prototype asset or from a map asset. Type is stored as a ComponentTypeRef
 CComponentSetA bitset representing a set of components. The set can contain up to 512 components. This type is not serializable, as any defining or removing a component type would affect other component indices
 CQuantum.ComponentTypeIdRuntime information for component types, containing their ID, size, flags and callbacks
 CQuantum.ComponentTypeId< T >Runtime information for a component type, containing its ID, size, flags and callbacks
 CComponentTypeRefA persistent and serializable reference to a component type. Is valid as long as the component type is not renamed
 CQuantum.ComponentTypeSetSelectorRepresents a set of component types. Use ComponentTypeRef array insteadd
 CQuantum.Shape2D.CompoundShape2DA 2D shape type that can reference a group of other 2D shapes (including other compounds). Compound shape overlaps and physics colliders with compound shapes are supported
 CQuantum.Shape3D.CompoundShape3DA 3D shape type that can reference a group of other 3D shapes (including other compounds, but not Mesh and Terrain shapes). Compound shape overlaps and physics colliders with compound shapes are supported
 CQuantum.Shape2DConfig.CompoundShapeData2DThe settings of each shape in the compound of shapes list
 CQuantum.Shape3DConfig.CompoundShapeData3DThe settings of each shape in the compound of shapes list
 CQuantum.Navigation.ConfigGlobal navmesh configurations which are part of the SimulationConfig
 CQuantum.PhysicsCommon.ConfigGlobal physics settings which are part of the SimulationConfig
 CQuantum.Allocator.Heap.ConfigThe configuration of the frame heap
 CPhoton.Deterministic.ConfigParsingExtensionsUsed by the server to parse the config information
 CQuantum.QuantumGame.ConfigurationsContainerStores runtime config and simulation config for this session
 CQuantum.Navigation.ConstantsGlobal navigation constants
 CQuantum.CollisionInfo2D.ContactPointIterator2DA helper for safety interaction through the contact point buffer
 CQuantum.CollisionInfo3D.ContactPointIterator3DAn iterator over multiple triangles collisions with a given mesh
 CQuantum.ContextMenuAttributeA replacement for UnityEngine.ContextMenuAttribute
 CPhoton.Deterministic.DeterministicTickInput.CorruptedExceptionThe corrupted exception is thrown when error during the deserialization are detected
 CQuantum.CreateAssetMenuAttributeA replacement for UnityEngine.CreateAssetMenuAttribute
 CQuantum.Core.FrameBase.CullingThe Culling class handles the scheduling of culling tasks
 CQuantum.Draw.DebugBoxStores information to draw the debug shape box
 CQuantum.Draw.DebugCapsuleStores information to draw the debug shape capsule
 CQuantum.Draw.DebugCircleStores information to draw the debug shape circle
 CQuantum.Core.DebugCommandThe DebugCommand class allows to send debug commands to the simulation. It's used by the Quantum state inspector for example. The system is completely disabled in non-development builds or when defining QUANTUM_DEBUG_COMMAND_DISABLED
 CQuantum.Core.DebugCommandTypePredefined debug commands
 CQuantum.DebugDrawThis class will draw shapes issued by the simulation (e.g. Draw.Sphere(Photon.Deterministic.FPVector3, Photon.Deterministic.FP, ColorRGBA?, bool)) The shape drawing is based on the DEBUG define which is enabled in UnityEditor and development builds. Can be globally toggled of by using IsEnabled
 CQuantum.Draw.DebugLineStores information to draw the debug shape line
 CQuantum.DebugMeshAccess to Quantum debug mesh resources. Obsolete: has been replaced by QuantumMeshCollection.Global
 CQuantum.Draw.DebugRayStores information to draw the debug shape ray
 CQuantum.Draw.DebugRectangleStores information to draw the debug shape rectangle
 CQuantum.Draw.DebugSphereStores information to draw the debug shape sphere
 CPhoton.Deterministic.DeterministicChecksumResultThe data checksum is used to verify the integrity of the simulation
 CPhoton.Deterministic.DeterministicCommandSerializerThe DeterministicCommandSerializer is used to serialize and de-serialize DeterministicCommands
 CQuantum.DeterministicCommandSetupA partial static class to extend by implementing the partial method AddCommandFactoriesUser. It's used to create the Quantum command factories when initializing the simulation, either DeterministicCommand or DeterministicCommandPool<T> object. Only commands added here can be invoked by the simulation
 CPhoton.Deterministic.DeterministicFrameThe base class for the simulation frame. Also referred as rollback-able game state
 CPhoton.Deterministic.DeterministicFrameInputTempA struct that saves input data for a player duplicating internal input data that is not save to use because of recycling
 CPhoton.Deterministic.DeterministicFrameRingBufferThe frame ring buffer is a utility collection class that stores a fixed number of latest frames in a ring buffer, usually in a certain time interval. A use-case for example are instant replays which allow to create a new simulation in the past time of the main simulation
 CPhoton.Deterministic.DeterministicInputObsolete type
 CPhoton.Deterministic.DeterministicPlatformInfoEssential platform dependent information and implementations
 CPhoton.Deterministic.DeterministicPlayerMapA utility class to collect a list of players and player slots. A client can maintain multiple players with individual player slots. The player always refers to a global player index that is the same on all clients. The player slot is a zero based index counting the number of players that one client controls. E.g. a client has two players: PlayerRef 5 and PlayerRef 2, the player slots are 0 and 1
 CPhoton.Deterministic.DeterministicPluginOverride the Quantum plugin class to create a custom server object
 CPhoton.Deterministic.Server.DeterministicPluginClientThe client representation in the Quantum server plugin
 CPhoton.Deterministic.DeterministicPluginFactoryThe default Quantum plugin factory. Replace with custom implementation of IPluginFactory. Change the name accordingly in your Photon dashboard and in this file (Photon-Server\deploy\LoadBalancing\GameServer\bin\plugin.config) to run locally
 CPhoton.Deterministic.Server.DeterministicPluginSessionThe session object of the Quantum server plugin. Only one session is being created by one DeterministicServer
 CPhoton.Deterministic.DeterministicProtocolVersionAttributeThe assembly attribute to specify the deterministic protocol version
 CPhoton.Deterministic.Server.DeterministicServerThe Quantum server class. Override virtual methods to extend its functionality
 CPhoton.Deterministic.DeterministicSessionRepresents a Quantum runtime match, holding the references to Game, its Frames (game state) and Simulator, and implements (together with Simulator) the predict/rollback logic, time control and input management. Single use, so whenever a Session is shutdown (or disconnected), it can't be reused anymore and a new one must be instantiated
 CPhoton.Deterministic.DeterministicSessionArgsRepresents the starting arguments for a deterministic constructor
 CPhoton.Deterministic.DeterministicSessionConfigParameterize internals of the Deterministic simulation and plugin (the Quantum server component)
 CPhoton.Deterministic.Webhooks.DeterministicSessionConfigJsonConverterA custom JsonConverter for the DeterministicSessionConfig object. The class contains fields that need to be serialized which in only available in net5.0
 CPhoton.Deterministic.DeterministicStatsDeterministic simulation statistic
 CQuantum.DeterministicSystemSetupResponsible for instantiating Quantum systems on simulation start. User systems can be added by adding a SystemsConfig to the RuntimeConfig. Or adding them in the user callback AddSystemsUser
 CPhoton.Deterministic.DeterministicTickChecksumAn object that contains a tick and a checksum
 CPhoton.Deterministic.DeterministicTickChecksumErrorA collection of checksums when an error was recognized
 CPhoton.Deterministic.DeterministicTickInputThe internal input structure for one player and one tick
 CPhoton.Deterministic.DeterministicTickInputDecoderThe decoder helps to deserialize the input from the server
 CPhoton.Deterministic.DeterministicTickInputEncodeHeaderInput header information
 CPhoton.Deterministic.DeterministicTickInputSetThe complete input set of all players for a single tick
 CDictionaryEntryA base class for dictionary entries. For maximum compatibility with Unity, dictionaries in prototypes are serialized as an array of entries, rather than a dictionary
 CQuantum.DispatcherBaseBase class for dispatchers. Dispatchers are used to publish and subscribe to events represented by IDispatchable objects
 CQuantum.DispatcherHandlerFlagsBuilt-in flags for DispatcherBase.Subscribe<TDispatchable>(object, DispatchableHandler<TDispatchable>, bool, uint, DispatchableFilter)
 CQuantum.Physics2D.DistanceJointA Joint that connects a Physics Body to an anchor and attempts to keep them a certain distance apart. The connected anchor can be a world-space position or another entity with at least a transform component
 CQuantum.Physics3D.DistanceJoint3DA Joint3D that connects a Physics Body to an anchor and attempts to keep them a certain distance apart. The connected anchor can be a world-space position or another entity with at least a transform component
 CQuantum.DotNetSessionContextThis class implements the IDeterministicSessionContext interface inside the simulation project. It's used on the custom server to access Quantum simulation code like the resource manager and command serialization. A static resource manager is created during Init() that is shared between multiple server simulation instances
 CQuantum.DotNetSessionRunnerThis class implements the IDeterministicSessionRunner interface and contains code to glue together the Quantum server and Quantum session runner. This was formerly part of the Quantum Server SDK. The class will also work without running the server simulation only as wrapper for access to custom simulation code as resource manager and command serialization for example
 CQuantum.DrawIssues a debug shape to be drawn in Unity. The shape drawing is based on the DEBUG define which is enabled in UnityEditor and development builds. Can be globally toggled of by using DebugDraw.IsEnabled in Unity. Different implementation can be attached using Init(Action<Draw.DebugRay>, Action<Draw.DebugLine>, Action<Draw.DebugCircle>, Action<Draw.DebugSphere>, Action<Draw.DebugRectangle>, Action<Draw.DebugBox>, Action<Draw.DebugCapsule>, Action)
 CQuantum.DynamicAssetDBA DynamicAssetDB is a database of assets that can be added and removed at runtime. For late joiners, contents are serialized and deserialized using an IAssetSerializer
 CQuantum.QuantumRunnerLocalDebug.DynamicAssetDBSettingsSettings used to initialize the dynamic db
 CQuantum.Shape2D.EdgeShapeDefines a 2D edge in its local space. In order to create a Shape2D of type Shape2DType.Edge, use Shape2D.CreateEdge.

See also
Shape2D, Shape2DType
 CQuantum.EditMeshScopeScope for editing triangles of a mesh collider
 CQuantum.EditorButtonAttributeSpecifies that a method should be displayed as a button in the Unity editor
 CQuantum.EditorDefinesQuantum editor defines
 CQuantum.EditorRectUtilsUnity custom editor GUI utility functions
 CQuantum.Core.FrameBase.EntitiesConfigGlobal entities configuration
 CQuantum.EntityComponentConfigAttributeObsolete attribute, use [CodeGen] instead
 CQuantum.EntityComponentPair< T >An entity-component pair. Used when iterating over components. Since this type contains a copy of the component, it is not suitable for writing back to the component
 CQuantum.EntityComponentPointerPair< T >An entity-component pointer pair. Used when iterating over components
 CQuantum.EntityPrototypeAn asset that represents a prototype for an entity. Prototypes are a convenient way to define a set of components that can be instantiated at runtime using FrameBase.Create(Quantum.AssetRef<Quantum.EntityPrototype>) or FrameBase.Create(Quantum.EntityPrototype) methods
 CQuantum.EntityPrototypeRefRepresents a generalized reference to an entity prototype - either EntityPrototype asset or an entity from Map
 CQuantum.EntityRefQuantum entity reference identifies a unique Entity
 CQuantum.QuantumEntityView.EntityUnityEventWrapping UnityEvent(QuantumGame) into a class. Is used by the QuantumEntityView to make create and destroy publish Unity events
 CQuantum.QuantumUnityDB.EntryInternal representation of an asset in the DB. Serialized data remains immutable, while the runtime data is mutable
 CQuantum.EnumEqualityComparerEnum utility methods
 CQuantum.ComponentBlockIterator< T >.EnumeratorComponentBlockIterator enumerator object
 CPhoton.Deterministic.FP.EqualityComparerEquality comparer for FPs
 CPhoton.Deterministic.FPVector2.EqualityComparerRepresents an equality comparer for FPVector2 objects
 CPhoton.Deterministic.FPVector3.EqualityComparerRepresents an equality comparer for FPVector3 objects
 CPhoton.Deterministic.IntVector2.EqualityComparerRepresents an equality comparer for IntVector2 objects
 CPhoton.Deterministic.IntVector3.EqualityComparerRepresents an equality comparer for IntVector3 objects
 CQuantum.ColorRGBA.EqualityComparerThe equality comparer for ColorRGBA instances
 CQuantum.EventListInternally used class
 CQuantum.ExitInfo2DInfo about two entities that were colliding in the 2D Physics
 CQuantum.ExitInfo3DInfo about two entities that were colliding in the 3D Physics
 CQuantum.FieldsMaskBase class for FieldsMask<T>
 CQuantum.Navigation.FindPathResultThe result object for FindPath requests
 CQuantum.FixedArrayProvides utility methods for working with Quantum fixed-size arrays
 CQuantum.FixedArray< T >A Quantum array with fixed size
 CQuantum.Json.FixedSizeBufferConverterConverts fixed-size buffers to and from JSON in a way compatible with the Unity's built-in JSON utility
 CQuantum.FloatMinMaxA struct that holds min and max float values and comes with a few inspector tools
 CQuantum.FormerlySerializedAsAttributeA replacement for UnityEngine.Serialization.FormerlySerializedAsAttribute
 CPhoton.Deterministic.FPA fixed-point number. 16 lower bits are used for the decimal part, 48 for the integral part
 CQuantum.FPAnimationCurveA deterministic discretized animation curve. Values between keyframes are interpolated linearly
 CPhoton.Deterministic.FPBounds2Represents an 2D axis aligned bounding box (AABB)
 CPhoton.Deterministic.FPBounds3Represents an 3D axis aligned bounding box (AABB)
 CPhoton.Deterministic.FPCollisionA collection of collision helper functions
 CPhoton.Deterministic.FPHighPrecisionDivisorRepresents a high precision divisor for use with the Fixed Point math system
 CPhoton.Deterministic.FPLutThe lookup table for the inverse cosine function. The table stores precalculated values of the inverse cosine function for specific angles. The values are in fixed-point format with a precision of 16 bits
 CPhoton.Deterministic.FPMathA collection of common math functions
 CQuantum.FPMathUtilsUnity specific FixedPoint math utilities. All conversions between Unity float into Quantum FP (e.g. Vector2 to FPVector2) are considered non-deterministic and should never be used in the Quantum simulation directly
 CPhoton.Deterministic.FPMatrix2x2Represents 2x2 column major matrix, which can be used for 2D scaling and rotation. Each cell can be individually accessed as a field (M<row><column>)
 CPhoton.Deterministic.FPMatrix3x3Represents 3x3 column major matrix. Each cell can be individually accessed as a field (M<row><column>), with indexing indexing property[row, column] or with indexing property[index]
 CPhoton.Deterministic.FPMatrix4x4Represents 4x4 column major matrix. Each cell can be individually accessed as a field (M<row><column>), with indexing indexxing property[row, column] or with indexing property[index]
 CPhoton.Deterministic.FPQuaternionA Quaternion representing an orientation
 CPhoton.Deterministic.FPVector2Represents a 2D Vector
 CPhoton.Deterministic.FPVector3Represents a 3D Vector
 CQuantum.FrameThe user implementation of FrameBase that resides in the project quantum_state and has access to all user relevant classes
 CQuantum.Core.FrameBaseThe Frame class is the container for all the transient and static game state data, including the API for entities, physics, assets and others
 CQuantum.Core.FrameBase.FrameBaseUnsafeFrame API to give access to C# unsafe pointers and advanced immediate operations
 CQuantum.FrameChecksumerBitStreamRepresents a bit stream used for frame checksum calculation. Implements the IBitStream interface
 CQuantum.Core.FrameContextThe FrameContext is shared between individual transient FrameBase instances
 CQuantum.QuantumGame.FramesContainerStores the different frames the simulation uses during one tick
 CQuantum.Frame.FrameSignalsThe Quantum signal API consist of core and user-defined code-generated signals
 CQuantum.FrameThreadSafeExtensionsExtension methods for the FrameThreadSafe class
 CQuantum.FrameTimerBuilt in timer used for timing game logic
 CQuantum.GameObjectUtilsUnity game object utility methods for Quantum
 CQuantum.GizmoIconColorAttributeDefines the color of a gizmo header in the overlay
 CQuantum.GizmoUtilsUtility class for drawing gizmos
 CQuantum.GlobalsCoreInternally used class
 CQuantum.Editor.QuantumEditorShortcutsWindow.GridScopeA grid scope for the Quantum global config window
 CQuantum.DispatcherBase.HandlerDisposableA helper class that allows to create a subscription that is active until the caller disposes the result
 CQuantum.HashCodeUtilsHashcode generation utilities
 CQuantum.Allocator.HeapAllocationTrackerExtExtension methods for the IHeapAllocationTracker
 CQuantum.Physics2D.HingeJointA Joint that attaches a Physics Body to an anchor around which it can rotate. The connected anchor can be a world-space position or another entity with at least a transform component. The rotation can happen freely or, optionally, with limiting angles and/or a motor torque
 CQuantum.Physics3D.HingeJoint3DA Joint3D that attaches a Physics Body to an anchor around which it can rotate. The connected anchor can be a world-space position or another entity with at least a transform component. The rotation can happen freely or, optionally, with limiting angles and/or a motor torque
 CQuantum.Physics2D.HitInformation returned from a valid hit of a physics query
 CQuantum.Physics3D.Hit3DInformation returned from a valid hit of a physics query
 CQuantum.Physics2D.HitCollectionCollection of hits returned from a physics query
 CQuantum.Physics3D.HitCollection3DCollection of hit information returned from a physics query
 CHostProfilerProvides profiling functionality for the host. It used to measure different parts of the engine compared to Profiler, which in turn is used to measure the performance at finer granularity
 CQuantum.IAssetSerializerRepresents a serializer that handles assets and various configuration objects
 CQuantum.IAssetSerializerExtensionsAn extension class for IAssetSerializer
 CQuantum.ICallbackDispatcherA callback dispatcher interface. Implementations of this interface are responsible for dispatching callbacks to the runtime
 CQuantum.ICallbackUnitySceneAn interface for callbacks that are related to Unity scenes
 CQuantum.Core.ICollisionCallbacks2DInterface for receiving 2D collision callbacks
 CQuantum.Core.ICollisionCallbacks3DInterface for receiving 3D collision callbacks
 CQuantum.IComponentThe interface to identify Quantum components
 CQuantum.Core.IDerivedStruct< T >An interface representing a derived struct. Not meant to be used directly. Quantum's code generation supports structs inheritance and emits the interface implementation if needed
 CPhoton.Deterministic.IDeterministicCommandFactoryThe command factor interface
 CPhoton.Deterministic.IDeterministicCommandPoolCommand pool interface
 CPhoton.Deterministic.IDeterministicDeltaCompressedInputThe interface encapsulates managing the access to delta compressed input
 CPhoton.Deterministic.IDeterministicFrameSerializerThe interface of the serializer object used to serialize and deserialize components
 CPhoton.Deterministic.IDeterministicGameThe deterministic game interface is the main hub that holds information about the simulation on the Quantum.Deterministic level
 CPhoton.Deterministic.IDeterministicInputProviderThe interface encapsulates managing the Quantum input
 CPhoton.Deterministic.IDeterministicPlatformTaskRunnerThe interface for the task runner used in the Quantum task system
 CPhoton.Deterministic.IDeterministicRpcProviderThe interface encapsulates managing the Quantum RPCs
 CQuantum.IDispatchableThe interface for the dispatchable callbacks or events
 CQuantum.IEntityPrototypeMaterializedListenerIf implemented by ComponentPrototype, OnEntityPrototypeMaterialized will be invoked after the entire prototype has been materialized, but before Quantum.ISignalOnEntityPrototypeMaterialized. This is useful when a component needs some extra initialization after all the components have been materialized
 CQuantum.IEventDispatcherAn event dispatcher interface. Implementations of this interface are responsible for dispatching events to the runtime
 CQuantum.Allocator.IFrameHeapCustom heap interface for allocating memory on the frame
 CIGameResultRepresents the result of a game
 CIgnoreInAssetObjectCheckAttributeHelper attribute used in Quantum migration
 CQuantum.Allocator.IHeapAllocationTrackerInterface of the heap allocation tracker
 CIHostProfilerInterface for the host profiler
 CQuantum.IKCCCallbacks2DThe interface receives the interaction callbacks from the character controller system
 CQuantum.IKCCCallbacks3DThe interface receives the interaction callbacks from the character controller system
 CQuantum.ILoggerRepresents a logger
 CQuantum.ILogSourceAn interface for log sources. Implement this interface to be able to pass a custom context to Log methods
 CQuantum.QuantumNavMesh.ImportSettingsThe Unity navmesh import settings
 CQuantum.INavigationCallbacksBasic callbacks from the navigation system to Quantum systems
 CQuantum.QuantumRunnerLocalDebug.DynamicAssetDBSettings.InitialDynamicAssetsRequestedUnityEventA unity event passing the dynamic asset db
 CQuantum.QuantumEntityPrototype.InitialNavMeshTargetInfoThe initial navmesh target info
 CQuantum.InputProviderExtensionsInput provider extension methods
 CPhoton.Deterministic.InputSetMaskThe input mask is a utility struct to keep track of which players are included in a set of inputs. Max player count supported is 128. Internally the mask is split into two ulongs
 CQuantum.InstantReplaySettingsSettings required to record frame snapshots for instant replays
 CQuantum.QuantumSnapshotInterpolationTimer.InterpolationBuffer< T >Simple ring buffer to store transform data
 CPhoton.Deterministic.IntVector2Represents a two-dimensional vector with integer components
 CPhoton.Deterministic.IntVector3Represents a three-dimensional vector with integer components
 CQuantum.Navigation.IPathFinderDataAn interface to access a few selected internal pathfinding data
 CQuantum.MemoryLayoutVerifier.IPlatformRepresents a platform that can resolve the memory layout of types and detect any potential issues
 CQuantum.IProgressBarA progress bar that reports back during navmesh baking
 CQuantum.IPrototypeA prototype interface. Indicates that the implementing type is a prototype of some kind
 CQuantum.IQStringQString interface for UTF-16 strings
 CQuantum.IQStringUtf8QString interface for UTF-8 strings
 CQuantum.Editor.IQuantumAssetSourceFactoryA factory that creates IQuantumAssetSource instances for a given asset
 CQuantum.IQuantumEntityViewPoolInterface to create custom implementation of the entity view pool that can be assigned to the QuantumEntityViewUpdater.Pool
 CQuantum.IQuantumUnityDispatcherAn interface marking a dispatcher as being a Quantum Unity dispatcher
 CQuantum.IQuantumUnityDispatcherExtensionsSet of extension methods for IQuantumUnityDispatcher
 CQuantum.IQuantumViewComponentThe interface that the QuantumEntityViewUpdater uses to control the view components (QuantumViewComponent<T>)
 CQuantum.IQuantumViewContextUse this interface to create view context classes that can be used inside concrete QuantumEntityViewComponent<T>
 CQuantum.IResourceManagerRepresents an asset manager that can load, unload, and dispose AssetObject
 CQuantum.IResourceManagerExtensionsExtension methods for IResourceManager
 CQuantum.IRunnerFactoryThe interface for the runner factory. It creates platform specific objects to run the Quantum simulation
 CIRuntimeConfigRepresents the runtime configuration for the Quantum engine
 CIRuntimePlayerRepresents a runtime player
 CISerializationCallbackReceiverA replacement for UnityEngine.ISerializationCallbackReceiver
 CQuantum.ISignalRepresents a signal. Not meant to be implemented directly
 CQuantum.ISignalOnComponentAdded< AddComponentTimer >
 CQuantum.ISignalOnComponentAdded< FixedPosition >
 CQuantum.ISignalOnComponentAdded< InitialVelocity2D >
 CQuantum.ISignalOnComponentAdded< InitialVelocity3D >
 CQuantum.ISignalOnComponentRemoved< AddComponentTimer >
 CQuantum.Collections.QList< T >.IteratorAn iterator for traversing the entries of a QList<T>. This iterator allows for traversing the entries stored within the list in a sequential manner
 CQuantum.Physics2D.JointDefines a connection between a 2D Physics Body and an anchor, according to velocity and/or position constraints. The connected anchor can be a world-space position or another entity with at least a transform component
 CQuantum.Physics3D.Joint3DDefines a connection between a 3D Physics Body and an anchor, according to velocity and/or position constraints. The connected anchor can be a world-space position or another entity with at least a transform component
 CQuantum.PhysicsJoints2D.JointsIteratorAn auxiliary struct to iterate over the joints on a PhysicsJoints2D component. Use PhysicsJoints2D.GetIterator to acquire an iterator for the component's joint buffer
 CQuantum.PhysicsJoints3D.JointsIterator3DAn auxiliary struct to iterate over the joints on a PhysicsJoints3D component. Use PhysicsJoints3D.GetIterator to acquire an iterator for the component's joint buffer
 CQuantum.JsonUtilityExtensionsExtends capabilities of JsonUtility by adding type annotations to the serialized JSON, Unity object reference handling and integer enquotement
 CQuantum.FPAnimationCurve.KeyframeOnly used to recreate the curve in the Unity Editor
 CLastSupportedVersionAttributeMarks the last Quantum version that supports the attributed type/method/property/field
 CQuantum.LayerInfoPhysics layer information
 CQuantum.LayerMaskThe Quantum physics layer mask used with LayerValue
 CQuantum.LayerValueThe Quantum physics layer value used with LayerMask
 CQuantum.LogQuantum's logging system
 CQuantum.LogContextAdditional info about the log context
 CQuantum.LogLevelExtensionsExtensions for LogLevel
 CQuantum.LogSettingsSettings for the logging system
 CQuantum.LogStreamInterface for logging streams
 CQuantum.MailboxSet8A utility class to optimize periodic checks by saving a iteration value for each index of the initial capacity
 CQuantum.MapThe Quantum map is a Quantum asset that contains information about the level and is used by the deterministic simulation to drive gameplay. Only one map can be loaded at a time
 CQuantum.MapDataBakerCallbackDerive from the class to receive callbacks during Quantum map baking. Add the QuantumMapBakeAssemblyAttribute assembly attribute when the implementation is located in different assemblies
 CQuantum.MapDataBakerCallbackAttributeAdd this attribute to implementations of MapDataBakerCallback to control the order in which the callbacks are finally executed. Works across different assemblies
 CQuantum.MapEntityIdRepresents a Quantum entity that is part of a map
 CQuantum.MapStaticCollider2DThe data structure to hold 2D static colliders for a Quantum map. Static colliders are baked into the map and are used for efficient collision detection
 CQuantum.MapStaticCollider2DPolygonDataStores 2D polygon collider data used on static collider MapStaticCollider2D
 CQuantum.MapStaticCollider3DThe data structure to hold 3D static colliders for a Quantum map. Static colliders are baked into the map and are used for efficient collision detection
 CQuantum.Mask256Mask256 is a 256-bit mask that can be used to store 256 boolean values
 CQuantum.MemoryLayoutVerifierVerifies the memory layout of types and detects any potential issues
 CQuantum.Shape3D.MeshShapeReferences a static Mesh collider by its index
 CQuantum.MeshUnmanagedTrianglesRefA lightweight reference to a mesh in unmanaged memory
 CPhoton.Deterministic.Protocol.MessageThe base class for Quantum network messages
 CQuantum.MovedFromAttributeA replacement for UnityEngine.Scripting.APIUpdating.MovedFromAttribute
 CPhoton.Deterministic.NativeNative is a collections of tools that interact with the platform's native code directly like memory allocation, copy operations, etc
 CQuantum.NavigationNavigation API
 CQuantum.NavMeshThe asset object that contains a Quantum navigation mesh. The object loads an additional data file during the Loaded. This is because of size limitations when loading the data with Unity serialization
 CQuantum.NavMeshAgentConfigThe configuration file for navmesh agent components
 CQuantum.NavMeshAgentSteeringDataNavmesh agent steering data passed into callbacks
 CQuantum.QuantumEntityPrototype.NavMeshAvoidanceAgentInfoNavmesh avoidance agent info
 CQuantum.Prototypes.NavMeshAvoidanceAgentPrototypePrototype of the NavMeshAvoidanceAgent Quantum component
 CQuantum.Prototypes.NavMeshAvoidanceObstaclePrototypePrototype of the NavMeshAvoidanceObstacle Quantum component
 CQuantum.NavMeshBakeDatahe MapNavMesh.BakeData is a complete mesh that is then further processed and converted to a Quantum navmesh. The mesh is build in the way of a triangle strip
 CQuantum.NavMeshBakeDataLinkCreates a extra link between two triangles on the navmesh
 CQuantum.NavMeshBakeDataTriangleTriangles are expected to have clock-wise winding order. Not all fields have to be filled out. Some of them are only needed for the legacy navmesh drawing tool
 CQuantum.NavMeshBakeDataVertexStores a 3D position
 CQuantum.NavMeshBakerThe NavMeshBaker turns the intermediate navmesh format NavMeshBakeData into a Quantum NavMesh
 CQuantum.NavMeshBorderThe navmesh border data structure
 CQuantum.NavMeshBorderNodeThe navmesh border node data structure that stores all borders inside a 2D grid for global raycasts for example
 CQuantum.NavMeshLinkThe navmesh link data structure
 CQuantum.QuantumEntityPrototype.NavMeshPathfinderInfoThe navmesh pathfinder info
 CQuantum.Prototypes.NavMeshPathfinderPrototypePrototype of the NavMeshPathfinder Quantum component
 CQuantum.NavMeshPortalThe Quantum navmesh stores connections between neighbouring triangles as portals
 CQuantum.NavMeshRegionMaskInternally stores a unsigned long to be able to toggle 128 different regions
 CQuantum.QuantumEntityPrototype.NavMeshSpecNavmesh specification for prototypes
 CQuantum.QuantumEntityPrototype.NavMeshSteeringAgentInfoNavmesh steering agent info
 CQuantum.Prototypes.NavMeshSteeringAgentPrototypePrototype of the NavMeshSteeringAgent Quantum component
 CQuantum.NavMeshTriangleThe navmesh triangle data structure
 CQuantum.NavMeshTriangleCenterGridNodeThis grid stores one fallback triangle per cell
 CQuantum.NavMeshTriangleNodeA grid or all triangles used for quick lookups
 CQuantum.NavMeshVertexThe navmesh vertex data structure is saves as an array in the NavMesh.Vertices
 CPhoton.Deterministic.NullableFPA serializable equivalent of Nullable<FP>
 CPhoton.Deterministic.NullableFPVector2A serializable equivalent of Nullable<FPVector2>
 CPhoton.Deterministic.NullableFPVector3A serializable equivalent of Nullable<FPVector3>
 CPhoton.Deterministic.NullableNonNegativeFPA serializable equivalent of Nullable<FP>
 CQuantum.OptionalGizmoBoolAllows optional gizmo values to be serialized in the inspector
 CQuantum.QuantumEntityPrototype.OverrideFPData object to store a bool and a fixed point to represent overriding default values
 CQuantum.PathUtilsUtility methods to work with folder and file paths
 CQuantum.Navigation.PathVertexThe data structure for the internal path waypoints
 CQuantum.Core.DebugCommand.PayloadThe debug command payload
 CQuantum.Prototypes.PhysicsBody2DPrototypePrototype of the PhysicsBody2D Quantum component
 CQuantum.Prototypes.PhysicsBody3DPrototypePrototype of the PhysicsBody3D Quantum component
 CQuantum.QuantumEntityPrototype.PhysicsBodyGenericThe all-purpose physics body info
 CQuantum.Prototypes.PhysicsCallbacks2DPrototypePrototype of the PhysicsCallbacks2D Quantum component
 CQuantum.Prototypes.PhysicsCallbacks3DPrototypePrototype of the PhysicsCallbacks3D Quantum component
 CQuantum.Prototypes.PhysicsCollider2DPrototypePrototype of the PhysicsCollider2D Quantum component
 CQuantum.Prototypes.PhysicsCollider3DPrototypePrototype of the PhysicsCollider3D Quantum component
 CQuantum.QuantumEntityPrototype.PhysicsColliderGenericA all-purpose physics collider info
 CQuantum.Physics2D.PhysicsEngine2D2D Physics API
 CQuantum.Physics3D.PhysicsEngine3D3D Physics API
 CQuantum.Prototypes.PhysicsJoints2DPrototypePrototype of the PhysicsJoints2D Quantum component
 CQuantum.Prototypes.PhysicsJoints3DPrototypePrototype of the PhysicsJoints3D Quantum component
 CQuantum.PhysicsMaterialThe Quantum's asset with the definitions for a PhysicsMaterialData
 CQuantum.PhysicsMaterialDataDefines the settings for a physics body to resolve its collision when it is touching another body
 CPhoton.Deterministic.PlaneRepresents a plane in three-dimensional space
 CQuantum.PlayerRefRepresents a Quantum player
 CQuantum.PolygonColliderThe asset that contains data of a convex polygon
 CQuantum.PolygonColliderRuntimeDataThe buffers with runtime data for the vertices and normals. They are loaded when the asset is added or replaced
 CQuantum.Shape2D.PolygonShapeReferences a Polygin shape by the AssetRef<T> of its Quantum.PolygonCollider asset
 CPhoton.Deterministic.DeterministicTickInput.PoolThe input objects are pooled
 CQuantum.PreserveAttributeA replacement for UnityEngine.Scripting.PreserveAttribute
 CQuantum.Profiling.ProfilerRepresents a profiler that can be used for performance profiling
 CQuantum.Profiling.ProfilerContextRepresents a profiler context that manages profiling data
 CQuantum.Profiling.ProfilerContextDataRepresents the data collected by the profiler for all the threads for a single frame
 CQuantum.Profiling.ProfilerDataData collected by the profiler
 CQuantum.Profiling.Profiler.ProfilerScopeRepresents a disposable profiler scope that automatically starts and ends a profiling section
 CQuantum.ProgressBarA progress bar implementation used by the navmesh importing. The progress bar is only showed when the LogLevel is set to Debug
 CQuantum.PropertyAttributeA replacement for UnityEngine.PropertyAttribute
 CQuantum.PtrThe Ptr is a pointer wrapper to a memory location inside the frame heap
 CQuantum.QBooleanQuantum boolean type that is stored on components
 CQuantum.Collections.QCollectionsUtilsHelper class with utility methods used by QCollections
 CQuantum.Collections.QDictionaryA Quantum dictionary-like collection which uses the frame heap. This collection relies on Frame and on its API for allocating, deallocating and resolving
 CQuantum.Collections.QDictionary< K, V >A Quantum dictionary-like collection which uses the frame heap. This collection relies on Frame and on its API for allocating, deallocating and resolving
 CQuantum.Collections.QDictionaryIterator< K, V >An iterator for traversing the entries of a QDictionary<K, V>. This iterator allows for traversing the key-value pairs stored within the dictionary in a sequential manner
 CQuantum.Collections.QDictionaryPtr< K, V >Stores a Quantum.Ptr which points to the memory location of a QDictionary<K, V> inside the frame heap
 CQuantum.QEnum16< T >A variable sized enum field backed by a short value. The type helps with consistency and backwards compatibility when Enum types change during development
 CQuantum.QEnum16< QueryOptions >
 CQuantum.QEnum32< T >A variable sized enum field backed by a int value. The type helps with consistency and backwards compatibility when Enum types change during development
 CQuantum.QEnum32< CallbackFlags >
 CQuantum.QEnum32< QueryOptions >
 CQuantum.QEnum64< T >A variable sized enum field backed by a long value. The type helps with consistency and backwards compatibility when Enum types change during development
 CQuantum.QEnum8< T >A variable sized enum field backed by a sbyte value. The type helps with consistency and backwards compatibility when Enum types change during development
 CQuantum.QEnum8< Quantum.Quantum.PhysicsBody2D.ConfigFlags >
 CQuantum.QEnum8< Quantum.Quantum.PhysicsBody3D.ConfigFlags >
 CQuantum.QEnum8< RotationFreezeFlags >
 CQuantum.Collections.QEnumDictionary< K, V >A Quantum dictionary-like collection which uses the frame heap. Used in Quantum dictionaries which uses an Enum as the key type.
This collection relies on Frame and on its API for allocating, deallocating and resolving
 CQuantum.Collections.QHashSet< T >A Quantum hashset-like collection which uses the frame heap. This collection relies on Frame and on its API for allocating, deallocating and resolving
 CQuantum.Collections.QHashSetIterator< T >An iterator for traversing the entries of a QHashSet<T>. This iterator allows for traversing the values stored within the hash set in a sequential manner
 CQuantum.Collections.QHashSetPtr< T >Stores a Quantum.Ptr which points to the memory location of a QHashSet<T> inside the frame heap
 CQuantum.Collections.QList< T >A Quantum list-like collection which uses the frame heap. This collection relies on Frame and on its API for allocating, deallocating and resolving
 CQuantum.Collections.QListA Quantum list-like collection which uses the frame heap. This collection relies on Frame and on its API for allocating, deallocating and resolving
 CQuantum.Collections.QListPtr< T >Stores a Quantum.Ptr which points to the memory location of a QList<T> inside the frame heap
 CQuantum.QStringBase class for DSL-generated variable QString(N) fields. QString supports UTF-16 (Unicode in .NET). N represents the total size of the string in bytes minus 2 bytes used for bookkeeping. In other words QString(64) will use 64 bytes for a string with a max byte length of 62 bytes, i.e. up to 31 UTF-16 characters
 CQuantum.QStringUtf8Base class for DSL-generated variable QString(N) fields. QStringUtf8 supports UTF-8. N represents the total size of the string in bytes minus 2 bytes used for bookkeeping. In other words QString(64) will use 64 bytes for a string with a max byte length of 62 bytes, i.e. up to 32 UTF-8 characters
 CQuantum.Editor.QuantumAssetSourceFactoryContextA context object that is passed to IQuantumAssetSourceFactory instances to create an IQuantumAssetSource instance
 CQuantum.QuantumAssetSourceResource< T >Resources-based implementation of the asset source pattern
 CQuantum.QuantumAssetSourceResource< Quantum.AssetObject >
 CQuantum.QuantumAssetSourceStatic< T >Hard reference-based implementation of the asset source pattern. This asset source forms a hard reference to the asset and never releases it. This type is meant to be used at runtime. For edit-time, prefer QuantumAssetSourceStaticLazy<T>, as it delays actually loading the asset, improving the editor performance
 CQuantum.QuantumAssetSourceStatic< Quantum.AssetObject >
 CQuantum.QuantumAssetSourceStaticLazy< T >An edit-time optimised version of QuantumAssetSourceStatic<T>, taking advantage of Unity's lazy loading of assets. At runtime, this type behaves exactly like QuantumAssetSourceStatic<T>, except for the inability to use runtime-created objects
 CQuantum.QuantumAssetSourceStaticLazy< Quantum.AssetObject >
 CQuantum.QuantumCallbackHandler_DebugDrawA handler object that registers to Quantum callbacks and draws debug shapes issued from the simulation
 CQuantum.QuantumCallbackHandler_FrameDifferA handler object to subscribe to Quantum callbacks to open the frame dump differ in builds after receiving a checksum error frame dumps
 CQuantum.QuantumCallbackHandler_GameResultA handler object that subscribes to Quantum callbacks to send game results to the server
 CQuantum.QuantumCallbackHandler_LegacyQuantumCallbackA handler object that subscribes to Quantum callbacks to call legacy QuantumCallbacks in on Unity game objects
 CQuantum.QuantumCallbackHandler_StartRecordingA handler object that subscribes to Quantum callbacks to start recording input and checksums
 CQuantum.QuantumCallbackHandler_UnityCallbacksA handler object that subscribes to Quantum callbacks to handle Unity scene loading and unloading
 CQuantum.Editor.QuantumCodeGenQtnQuantum CodeGen for Qtn files. This type is placed in a standalone asmdef to make sure it can be compiled and run even in case of compile errors in other parts of the project
 CQuantum.Editor.QuantumCodeGenSettingsSettings for the Quantum code generation. Extend this class with a partial implementation to customize the settings
 CQuantum.QuantumColorQuantum default colors
 CQuantum.QuantumConsoleRunnerSimple command-line runner for Quantum simulations
 CQuantum.QuantumDebugInputA Unity script that creates empty input for any Quantum game
 CQuantum.QuantumDefaultConfigsAssetPostprocessorA Unity asset post processor that makes use to generate default Quantum configs in the user folder
 CQuantum.Editor.QuantumEditorBase class for all Photon Common editors. Supports EditorButtonAttribute and ScriptHelpAttribute
 CQuantum.Editor.QuantumEditorColliderConverterThis tool can convert Unity colliders to Quantum colliders
 CQuantum.Editor.QuantumEditorFrameDifferWindowThe Quantum Frame Differ window shown in the Unity Editor. Readable and comparable frame dumps are sent by other clients and can be compared after a desync error
 CQuantum.Editor.QuantumEditorHubWidgetBaseStructured as such that a subclass has child elements to prevent Unity inspector recursion problems
 CQuantum.Editor.QuantumEditorMapGizmoStylePopupPopup window for the map gizmo style
 CQuantum.Editor.QuantumEditorMenuCreateAssetsCreate Quantum asset and script files using the context menu
 CQuantum.Editor.QuantumEditorMenuCreateSceneUtility methods to create and set up a Quantum Unity scene
 CQuantum.Editor.QuantumEditorMenuCustomPluginMethods to export Quantum assets and configs
 CQuantum.Editor.QuantumEditorMenuDllToggleA static utility class that enabled Unity menu methods to toggle Quantum Debug and Release dlls by extracting a zip archive and overwriting the libraries. In earlier versions this was handed by the QUANTUM_DEBUG define and multiple version of dlls but the Quantum.Engine.dll has internal MonoBehaviours that lose the script guids this way
 CQuantum.Editor.QuantumEditorMenuLookUpTablesQuantum Look up table tools
 CQuantum.Editor.QuantumEditorMenuProfilersUtility methods to create and set up a Quantum Unity scene
 CQuantum.Editor.QuantumEditorSessionShutdownAn Unity Editor hook to shutdown all Quantum sessions when the editor play mode is stopped
 CQuantum.Editor.QuantumEditorShortcutsWindowA utility window to quickly access Quantum global configs
 CQuantum.Editor.QuantumEditorSkinAn editor scriptable object that stores UI skins and different GUIStyle Unity inspectors and custom windows
 CQuantum.Editor.QuantumEditorToolbarUtilitiesAn editor script that places a drop down selection to quickly load Unity scenes, which are listed in the BuildSettings. To disabled the toolbar toggle QuantumEditorSettings.UseQuantumToolbarUtilities
 CQuantum.Editor.QuantumEditorUserScriptGenerationUtility methods to create initial user files required for the Quantum SDK. These files are never overwritten by SDK updates. Files include asmref files, readme files or partial classes. Files are identified by their Unity script GUIDs
 CQuantum.QuantumFrameDifferGUIThe actual GUI to render the frame dumps differences of multiple dumps send by different clients. Uses Unity Immediate Mode GUI
 CQuantum.QuantumGameFlagsThis 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
 CQuantum.QuantumGameGizmosSettingsThe gizmo settings for the Quantum game
 CQuantum.QuantumGameStartParametersParameters required to start a Quantum game
 CQuantum.QuantumGizmoColorsThe default Quantum Gizmo colors
 CQuantum.QuantumGizmoEntryIndividual entry for a specific section of Quantum
 CQuantum.QuantumGizmoStyleThe style of the gizmo
 CQuantum.QuantumGlobalScriptableObjectA base class for ScriptableObjects that are meant to be globally accessible, at edit-time and runtime. The way such objects are loaded is driven by usages of QuantumGlobalScriptableObjectSourceAttribute attributes
 CQuantum.QuantumGlobalScriptableObject< T >
 CQuantum.QuantumGlobalScriptableObject< PhotonServerSettings >
 CQuantum.QuantumGlobalScriptableObject< QuantumDefaultConfigs >
 CQuantum.QuantumGlobalScriptableObject< QuantumDeterministicSessionConfigAsset >
 CQuantum.QuantumGlobalScriptableObject< QuantumDotnetBuildSettings >
 CQuantum.QuantumGlobalScriptableObject< QuantumDotnetProjectSettings >
 CQuantum.QuantumGlobalScriptableObject< QuantumEditorSettings >
 CQuantum.QuantumGlobalScriptableObject< QuantumMeshCollection >
 CQuantum.QuantumGlobalScriptableObject< QuantumUnityDB >
 CQuantum.QuantumGlobalScriptableObjectAttributeProvides additional information for a global scriptable object
 CQuantum.QuantumGlobalScriptableObjectLoadResultThe result of QuantumGlobalScriptableObjectSourceAttribute.Load. Contains the loaded object and an optional unloader delegate
 CQuantum.QuantumGlobalScriptableObjectSourceAttributeBase class for all attributes that can be used to load QuantumGlobalScriptableObject. Attributes need to be registered at the assembly level. For instance, this snippet is used to register a default loader, that attempts to load from Resources based on QuantumGlobalScriptableObjectAttribute.DefaultPath:
 CQuantum.Editor.QuantumGlobalScriptableObjectUtilsUtility methods for working with QuantumGlobalScriptableObject
 CQuantum.Profiling.QuantumGraphPlayerLoopUtilityA system to add profiler callbacks into the Unity player loop
 CQuantum.Profiling.QuantumGraphPool< T >A pool for QuantumGraphTimer objects
 CQuantum.Profiling.QuantumGraphProfiler< TGraph >The base class for all Quantum graph profilers
 CQuantum.Profiling.QuantumGraphProfiler< QuantumGraphSeriesMarker >
 CQuantum.Profiling.QuantumGraphProfiler< QuantumGraphSeriesValue >
 CQuantum.Profiling.QuantumGraphProfilersThe main management class in the Quantum graph profilers
 CQuantum.Profiling.QuantumGraphProfilersUtilityA utility class for Quantum graph profilers
 CQuantum.Profiling.QuantumGraphProfilingStatisticsA Unity script that renders additional statistics to the graph UI
 CQuantum.Profiling.QuantumGraphProfilingToolsA Unity script that renders additional profiling tools to the graph UI
 CQuantum.Profiling.QuantumGraphSeriesA graph series is the base class to render graphs in Unity
 CQuantum.Profiling.QuantumGraphTimerThe Quantum graph timer to measure time with a stopwatch
 CQuantum.QuantumInstantReplayThe instant replay feature. It can be used as is or used as a base class for custom instant replay implementations
 CQuantum.QuantumJsonFriendlyDataBlobWrapper around storing binary data in JSON to work around the problem that Unity JSON tools only serialize byte arrays verbosely
 CQuantumJsonSerializerA serializer that is able to deserialize JSON produced by QuantumUnityJsonSerializer. Handles SerializeReference, Unity-style byte[] serialization and fixed-size buffers. Uses UnityJsonUtilityConvert under the hood
 CQuantum.QuantumLoadBalancingClientObsolete: Not used anymore. Replace by using RealtimeClient directly
 CQuantum.QuantumLogInitializerInitializes the logging system for Quantum. Use InitializeUser to completely override the log level and trace channels or to provide a custom logger. Use InitializeUnityLoggerUser to override default Unity logger settings
 CQuantum.QuantumMapBakeAssemblyAttributeThis assembly attribute needs to be set inside custom assemblies that required static edit mode callbacks from the MapDataBakerCallback class. [assembly: QuantumMapBakeAssembly]
 CQuantum.Editor.QuantumMenuConfigEditorCustom inspector for QuantumMenuSceneInfo
 CQuantum.QuantumMonoBehaviourBase class for all Quantum MonoBehaviours
 CQuantum.QuantumMppmSupport for Multiplayer Play Mode (MPPM). It uses named pipes to communicate between the main Unity instance and virtual instances
 CQuantum.QuantumMppmCommandThe base class for all Quantum MPPM commands
 CQuantum.QuantumNavMeshThis class is a collection of utility methods to import Unity NavMesh data into Quantum NavMesh data
 CQuantum.QuantumNetworkCommunicatorThis class implements the Quantum interface ICommunicator and uses Photon Realtime in Unity to support sending RaiseEvent(byte, byte[], int, bool, int[]) and receiving AddEventListener(Photon.Deterministic.OnEventReceived) network messages from the Photon Cloud
 CQuantum.QuantumPlayerLoopSystemHandleRepresents a system that has been added to the PlayerLoopSystem
 CQuantum.QuantumPlayerLoopSystemUtilsUtility class for manipulating Unity Player Loop System
 CQuantum.Editor.QuantumProfilingServerA dummy implementation of the Quantum profiling server
 CQuantum.Editor.QuantumQtnAssetA text asset that stores Quantum DSL (domain specific language) code. Quantum requires components and other runtime game state data types to be declared within. Upon any of these assets changing, QuantumCodeGenQtn.Run() is called. To disable this behavior, define
 CQuantum.QuantumReconnectInformationImplements MatchmakingReconnectInformation to save reconnect information to player prefs. This way the app can try to reconnect after app start
 CQuantum.QuantumReplayFileA class that holds all relevant data to run a Quantum replay and can serialized in JSON. A replay may contain an asset db for convenience, that should be omitted in production environments where files sizes are a concern. A replay may contain recorded checksums, that can be verified during runtime as a development feature
 CQuantum.QuantumRunnerRegistryA registry to keep track of all active Quantum runners
 CQuantum.QuantumScriptableObjectBase class for all Quantum scriptable objects
 CQuantum.QuantumSnapshotInterpolationTimerConfiguration of the snapshot interpolation mode when selected in QuantumEntityView.InterpolationMode
 CQuantum.Editor.QuantumStateInspectorAn editor class that renders the Quantum state inspector used to reveal internal state of Quantum entities during run-time. Open the window by using Tools > Quantum > Window > State Inspectors
 CQuantum.QuantumSnapshotInterpolationTimer.QuantumTransformDataData structure to hold transform data on an entity in a buffer
 CQuantum.Editor.QuantumUnityDBInspectorAn editor class that renders a windows displaying assets from the Quantum DB. Open the windows by using Tools > Quantum > Window > Quantum Unity DB
 CQuantum.Editor.QuantumUnityDBUtilitiesQuantumUnityDB Editor utilities
 CQuantum.QuantumUnityExtensionsProvides backwards compatibility for Unity API
 CQuantum.QuantumUnityInputSystemWithLegacyFallbackThis script simplifies the transition between the new Unity Input System and the legacy Input Manager
 CQuantum.QuantumUnityLogger
 CQuantum.QuantumUnityStaticDispatcherAdapter< TDispatcher, TDispatchableBase >Adapter for static dispatchers in Unity. Provides utility static methods, internal worker that removes dead listeners and means for creating a dispatcher
 CQuantum.QuantumUnityStaticDispatcherAdapter< QuantumUnityCallbackDispatcher, CallbackBase >
 CQuantum.QuantumUnityStaticDispatcherAdapter< QuantumUnityEventDispatcher, EventBase >
 CQuantum.QUnityComponentPrototypeRefObsolete, still defined to prevent data loss
 CPhoton.Deterministic.FP.RawHolds FP constants in raw (long) form
 CPhoton.Deterministic.FPHighPrecisionDivisor.RawHolds FPHighPrecisionDivisor constants in raw (long) form
 CQuantum.ReflectionUtilsQuantum reflection utilities
 CPhoton.Deterministic.Webhooks.ReplayChunkRequestThe json webrequest is send if using ReplayStream.WebhookRequestType.Json. Binary web request holds all meta information in according headers
 CQuantum.Core.RingBuffer< T >Ring buffer collection implementation. Stores Capacity number of values and will overwrite the oldest value when full
 CPhoton.Deterministic.RNGSessionPCG32 random generator, 16 bytes in size. http://www.pcg-random.org
 CQuantum.Rotation2DAttributeMarks a FP/NullableFP field as a 2D rotation angle
 CQuantum.Profiling.SampleRepresents a sample in the profiler
 CQuantum.Editor.SerializableEnterRoomArgsThis class wraps the PhotonRealtime EnterRoomArgs class to make problematic members (Hashtable, TypedLobby restrictions) and its hierarchy XML serializable.
 CQuantum.SerializableType< BaseType >A generic version of SerializableType that can be used to store types that inherit from a specific base type
 CQuantum.SerializableTypeA System.Type wrapper that can be serialized
 CQuantum.SerializableType< Quantum.Quantum.AssetObject >
 CQuantum.SerializableType< Quantum.SystemBase >
 CQuantum.SerializeFieldA replacement for UnityEngine.SerializeField
 CPhoton.Deterministic.Protocol.SerializerThe Quantum online protocol serializer
 CQuantum.SerializeReferenceA replacement for UnityEngine.SerializeReference
 CQuantum.SessionRunnerThe SessionRunner helps to start, run and shutdown a Quantum simulation. It should never be reused for multiple simulations of multiple runs of the same game session. Always recrate the runner. It has an extensive list of starting Arguments that make it start-able for a variety of use cases: Local, Multiplayer, Replay, Server etc It extracts platform dependent code into the IRunnerFactory parameter. It offers asynchronous methods to start and stop the runner but although it uses the TPL syntax for convenience it is not considered to be run in a multi-threaded environment. Use the non-async versions of the methods or use a ConcurrentExclusiveSchedulerPair.ExclusiveScheduler for unit tests and console applications. Also never use the async methods from the Quantum server plugin, parallelization is done by the Photon-Server. This class is delivered in source code to enable developers to create custom runner code
 CQuantum.SessionRunnerExceptionRunner specific exceptions
 CQuantum.Shape2DDefines 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
 CQuantum.Shape2DConfigThe base settings for building a Shape2D
 CQuantum.Shape3DDefines 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
 CQuantum.Shape3DConfigThe base settings for building a Shape3D
 CQuantum.Shape3D.SphereShapeDefines a sphere shape in its local space. In order to create a Shape3D of type Shape3DType.Sphere, use Shape3D.CreateSphere.

See also
Shape3D, Shape3DType
 CQuantum.Physics2D.SpringJointA Joint that attaches a Physics Body to an anchor as if connected by a spring, trying to keep them a certain distance apart. The connected anchor can be a world-space position or another entity with at least a transform component
 CQuantum.Physics3D.SpringJoint3DA Joint3D that attaches a Physics Body to an anchor as if connected by a spring, trying to keep them a certain distance apart. The connected anchor can be a world-space position or another entity with at least a transform component
 CQuantum.StaticColliderDataInformation about a static collider
 CQuantum.StaticsStatic type registry is completed by code generation
 CQuantum.Allocator.Heap.StatsStatistics of the heap
 CQuantum.Core.FrameBase.StatsRepresents the memory statistics for a frame in the Quantum.Core namespace
 CQuantum.Core.StreamUtilsStreaming utility methods
 CQuantum.Task.SystemArrayComponent< Transform2D >
 CQuantum.Task.SystemArrayFilter< ArrayFilterTestSystem.Filter >
 CQuantum.SystemBaseThe Quantum system base class
 CQuantum.SystemsConfig.SystemEntryBaseSystem that will be instantiated on simulation start
 CQuantum.SystemsConfig.SystemEntryBase< SubSubSystemEntry >
 CQuantum.SystemsConfig.SystemEntryBase< SubSystemEntry >
 CQuantum.SystemMainThreadFilter< AddComponentTimerSystem.Filter >
 CQuantum.SystemMainThreadFilter< CharacterControllerMovementTestSystem.Filter >
 CQuantum.SystemMainThreadFilter< Collider3DReferenceFilter >
 CQuantum.SystemMainThreadFilter< ColliderReferenceFilter >
 CQuantum.SystemMainThreadFilter< CustomGravityTestSystem.Filter >
 CQuantum.SystemMainThreadFilter< DrawCenterOfMassTestSystem.Filter >
 CQuantum.SystemMainThreadFilter< PhysicsSetVelocity2DTestSystem.Filter >
 CQuantum.SystemMainThreadFilter< PhysicsSetVelocity3DTestSystem.Filter >
 CQuantum.Task.SystemThreadedComponent< Transform2D >
 CQuantum.Task.SystemThreadedFilter< ThreadedFilterTestSystem.Filter >
 CQuantum.EnumEqualityComparer.TagAn empty struct to mark the type as a tag
 CQuantum.Shape3D.TerrainShapeReferences a static Terrain shape by its Quantum.TerrainCollider asset
 CQuantum.Navigation.ThreadLocalAn internal class that stored multi-threading related navigation context
 CQuantum.Physics2D.PhysicsEngine2D.Api.ThreadSafeApiStruct to provide thread-safe access to the physics functions
 CQuantum.Physics3D.PhysicsEngine3D.Api.ThreadSafeApiStruct to provide thread-safe access to the physics functions
 CQuantum.Prototypes.Transform2DPrototypePrototype of the Transform2D Quantum component
 CQuantum.QuantumEntityPrototype.Transform2DVerticalInfoPrototype settings for the Transform2DVertical component
 CQuantum.Prototypes.Transform2DVerticalPrototypePrototype of the Transform2DVertical Quantum component
 CQuantum.Prototypes.Transform3DPrototypePrototype of the Transform3D Quantum component
 CQuantum.CollisionInfo3D.TriangleCollisionInfoInfo about the collision with a specific triangle of a mesh
 CQuantum.CollisionInfo3D.TriangleCollisionIteratorData regarding a mesh collision, including all the individual triangles
 CQuantum.TriangleMeshThe data representation of all static triangles in the scene
 CQuantum.TriangleReferenceRepresents a reference to a triangle in the triangle mesh
 CQuantum.TriggerInfo2DInfo about a collision between a trigger and a non-trigger 2D physics colliders
 CQuantum.TriggerInfo3DInfo about a collision between a trigger and a non-trigger 3D physics colliders
 CQuantum.ReflectionUtils.TypeHierarchyComparerComparer for types for sorting
 CQuantum.TypeRegistryThe Quantum type registry
 CQuantum.TypeUtilsType reflection utility methods. Is generally slow
 CQuantum.Json.UnityContractResolverCustom contract resolver for Unity objects. The main purpose is to support Unity's SerializeReference attribute
 CQuantum.Json.UnityJsonUtilityConvertUtility methods to convert JSON data serialized by Unity's built-in JSON utility to .NET objects with Newtonsoft.Json
 CQuantum.QuantumEntityView.UpdatePositionParameterThe struct is used to gather all transform and interpolation data to apply new transform data to the entity view. ApplyTransform(ref UpdatePositionParameter)
 CPhoton.Deterministic.Native.UtilityRepresents a collection of memory utility functions that interact with the platform's native code directly
 CQuantum.TriangleCCW.VertexHashMapperUses a ByteSerializerHashMapper<T> to more efficiently serialize triangles with shared vertices to a ByteStream. How to serialize:
 CQuantum.Prototypes.ViewPrototypePrototype of the View Quantum component