►CPhoton.Deterministic.Native.Allocator | Represents native memory allocations and is used in many places across the engine |
CPhoton.Deterministic.Native.AllocatorVTable | Equal to the AllocatorVTableManaged but with marshaled function pointers |
CPhoton.Deterministic.Native.AllocatorVTableManaged | A class that wraps memory allocation methods to be used in native code parts of the engine |
CQuantum.Physics2D.PhysicsEngine2D.Api | 2D Physics API |
CQuantum.Physics3D.PhysicsEngine3D.Api | 3D Physics API |
CQuantum.Core.FrameContext.Args | The FrameContext creating arguments |
CQuantum.SessionRunner.Arguments | Arguments to start an online or offline Quantum simulation |
CQuantum.ArrayUtils | A collection of utility methods for working with arrays |
CQuantum.Assert | Provides methods for asserting conditions. Throws an AssertException when a condition is not met. Methods are only invoked in DEBUG builds unless otherwise specified |
CQuantum.AssertException | An exception that is thrown when an assertion fails |
CQuantum.Editor.AssetDatabaseUtils | Utility methods for working with Unity's AssetDatabase |
CAssetDB | Represents an asset database |
CQuantum.Editor.AssetDatabaseUtils.AssetEnumerable | Enumerable of assets in the project that match the given search criteria |
CQuantum.Editor.AssetDatabaseUtils.AssetEnumerator | Enumerates assets in the project that match the given search criteria using HierarchyProperty API. Obtained with AssetDatabaseUtils.IterateAssets |
CQuantum.AssetGuid | Represents a unique identifier for an asset |
CQuantum.AssetObjectIdentifier | A struct that identifies an asset object by either its GUID and (optionally) path |
CAssetObjectQuery | Represents a query for asset objects in the resource manager |
►CQuantum.QuantumUnityJsonSerializer.AssetObjectSurrogate | Base class for asset object surrogates |
CQuantum.AssetRef | An 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.BinaryData | An asset containing raw binary data. Use CreateByteStream to access contents safely and auto-decompress, if compressed |
CQuantum.BitSet1024 | A bitmask with 1024 bits |
CQuantum.BitSetRef | A variable sized bitmask |
CPhoton.Deterministic.BitStream | Writes information at the bit level to a byte array |
CQuantum.BitStreamExtensionsCore | Bit steam extensions methods to serialize Quantum specific concrete types |
CQuantum.Shape2D.BoxShape | Defines a 2D box in its local space. In order to create a Shape2D of type Shape2DType.Box, use Shape2D.CreateBox.
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CQuantum.Shape3D.BoxShape | Defines a 3D box shape in its local space. In order to create a Shape3D of type Shape3DType.Box, use Shape3D.CreateBox.
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CQuantum.Button | The 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.ByteArrayConverter | Converts 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.ByteStream | The 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.ByteStreamExtension | Byte stream extension methods |
CPhoton.Deterministic.ByteUtils | Utility class for working with bytes |
CQuantum.Shape2D.CapsuleShape | Defines a 2D capsule in its local space. In order to create a Shape2D of type Shape2DType.Capsule, use Shape2D.CreateCapsule.
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CQuantum.Shape3D.CapsuleShape | Defines a 3D capsule shape in its local space. In order to create a Shape3D of type Shape3DType.Capsule, use Shape3D.CreateCapsule.
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CQuantum.TriangleMesh.CellBounds | The bounds of a cell |
CQuantum.CharacterController2DConfig | The configuration values of the CharacterController2D. Use this to setup the kcc shape size and tune its movement and collision detection |
CQuantum.CharacterController2DMovement | Result of a 2D KCC raw movement query |
CQuantum.Prototypes.CharacterController2DPrototype | Prototype of the CharacterController2D Quantum component |
CQuantum.CharacterController3DConfig | The configuration values of the CharacterController3D. Use this to setup the kcc shape size and tune its movement and collision detection |
CQuantum.CharacterController3DMovement | Result of a 3D KCC raw movement query |
CQuantum.Prototypes.CharacterController3DPrototype | Prototype of the CharacterController3D Quantum component |
CQuantum.ChecksumFile.ChecksumEntry | Represents one recorded checksum |
CPhoton.Deterministic.ChecksumErrorFrameDump | A class that accumulates frame dumps from other clients during a checksum desync |
CQuantum.ChecksumErrorFrameDumpContext | Gathers additional meta data during the Quantum game callback IDeterministicGame.GetExtraErrorFrameDumpData in response to a checksum error |
CQuantum.ChecksumFile | A serializable object that contains recorded checksums for a Quantum session |
CQuantum.ChecksumFileHelper | Helper methods to convert between ulong and long |
CQuantum.Shape2D.CircleShape | Defines a 2D circle in its local space. In order to create a Shape2D of type Shape2DType.Circle, use Shape2D.CreateCircle.
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CQuantum.CollisionInfo2D | Info about a collision between two 2D physics colliders |
CQuantum.CollisionInfo3D | Info about a collision between two 3D physics colliders |
CQuantum.Physics2D.CollisionResultInfo2D | A structure for containing all the result information from the collision between two shapes |
CQuantum.ColorRGBA | Quantum representation of a color with 4 channels (R, G, B, A) each represented by a byte |
CPhoton.Deterministic.FP.Comparer | Compares FPs |
CQuantum.ComponentBlockIterator< T > | Component block iterators give the fastest possible access via pointers |
CQuantum.ComponentCallbacks | Component 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.ComponentFilterStructMeta | Component filter that is initialized from a filter class having component fields |
CQuantum.ComponentPrototypeRef | Represents 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 |
CComponentSet | A 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.ComponentTypeId | Runtime 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 |
CComponentTypeRef | A persistent and serializable reference to a component type. Is valid as long as the component type is not renamed |
CQuantum.ComponentTypeSetSelector | Represents a set of component types. Use ComponentTypeRef array insteadd |
CQuantum.Shape2D.CompoundShape2D | A 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.CompoundShape3D | A 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.CompoundShapeData2D | The settings of each shape in the compound of shapes list |
CQuantum.Shape3DConfig.CompoundShapeData3D | The settings of each shape in the compound of shapes list |
CQuantum.Navigation.Config | Global navmesh configurations which are part of the SimulationConfig |
CQuantum.PhysicsCommon.Config | Global physics settings which are part of the SimulationConfig |
CQuantum.Allocator.Heap.Config | The configuration of the frame heap |
CPhoton.Deterministic.ConfigParsingExtensions | Used by the server to parse the config information |
CQuantum.QuantumGame.ConfigurationsContainer | Stores runtime config and simulation config for this session |
CQuantum.Navigation.Constants | Global navigation constants |
CQuantum.CollisionInfo2D.ContactPointIterator2D | A helper for safety interaction through the contact point buffer |
CQuantum.CollisionInfo3D.ContactPointIterator3D | An iterator over multiple triangles collisions with a given mesh |
CQuantum.ContextMenuAttribute | A replacement for UnityEngine.ContextMenuAttribute |
CPhoton.Deterministic.DeterministicTickInput.CorruptedException | The corrupted exception is thrown when error during the deserialization are detected |
CQuantum.CreateAssetMenuAttribute | A replacement for UnityEngine.CreateAssetMenuAttribute |
CQuantum.Core.FrameBase.Culling | The Culling class handles the scheduling of culling tasks |
CQuantum.Draw.DebugBox | Stores information to draw the debug shape box |
CQuantum.Draw.DebugCapsule | Stores information to draw the debug shape capsule |
CQuantum.Draw.DebugCircle | Stores information to draw the debug shape circle |
CQuantum.Core.DebugCommand | The 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.DebugCommandType | Predefined debug commands |
CQuantum.DebugDraw | This 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.DebugLine | Stores information to draw the debug shape line |
CQuantum.DebugMesh | Access to Quantum debug mesh resources. Obsolete: has been replaced by QuantumMeshCollection.Global |
CQuantum.Draw.DebugRay | Stores information to draw the debug shape ray |
CQuantum.Draw.DebugRectangle | Stores information to draw the debug shape rectangle |
CQuantum.Draw.DebugSphere | Stores information to draw the debug shape sphere |
CPhoton.Deterministic.DeterministicChecksumResult | The data checksum is used to verify the integrity of the simulation |
CPhoton.Deterministic.DeterministicCommandSerializer | The DeterministicCommandSerializer is used to serialize and de-serialize DeterministicCommands |
CQuantum.DeterministicCommandSetup | A 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.DeterministicFrame | The base class for the simulation frame. Also referred as rollback-able game state |
CPhoton.Deterministic.DeterministicFrameInputTemp | A struct that saves input data for a player duplicating internal input data that is not save to use because of recycling |
CPhoton.Deterministic.DeterministicFrameRingBuffer | The 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.DeterministicInput | Obsolete type |
CPhoton.Deterministic.DeterministicPlatformInfo | Essential platform dependent information and implementations |
CPhoton.Deterministic.DeterministicPlayerMap | A 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.DeterministicPlugin | Override the Quantum plugin class to create a custom server object |
CPhoton.Deterministic.Server.DeterministicPluginClient | The client representation in the Quantum server plugin |
CPhoton.Deterministic.DeterministicPluginFactory | The 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.DeterministicPluginSession | The session object of the Quantum server plugin. Only one session is being created by one DeterministicServer |
CPhoton.Deterministic.DeterministicProtocolVersionAttribute | The assembly attribute to specify the deterministic protocol version |
CPhoton.Deterministic.Server.DeterministicServer | The Quantum server class. Override virtual methods to extend its functionality |
CPhoton.Deterministic.DeterministicSession | Represents 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.DeterministicSessionArgs | Represents the starting arguments for a deterministic constructor |
CPhoton.Deterministic.DeterministicSessionConfig | Parameterize internals of the Deterministic simulation and plugin (the Quantum server component) |
CPhoton.Deterministic.Webhooks.DeterministicSessionConfigJsonConverter | A custom JsonConverter for the DeterministicSessionConfig object. The class contains fields that need to be serialized which in only available in net5.0 |
CPhoton.Deterministic.DeterministicStats | Deterministic simulation statistic |
CQuantum.DeterministicSystemSetup | Responsible 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.DeterministicTickChecksum | An object that contains a tick and a checksum |
CPhoton.Deterministic.DeterministicTickChecksumError | A collection of checksums when an error was recognized |
CPhoton.Deterministic.DeterministicTickInput | The internal input structure for one player and one tick |
CPhoton.Deterministic.DeterministicTickInputDecoder | The decoder helps to deserialize the input from the server |
CPhoton.Deterministic.DeterministicTickInputEncodeHeader | Input header information |
CPhoton.Deterministic.DeterministicTickInputSet | The complete input set of all players for a single tick |
CDictionaryEntry | A 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.DispatcherBase | Base class for dispatchers. Dispatchers are used to publish and subscribe to events represented by IDispatchable objects |
CQuantum.DispatcherHandlerFlags | Built-in flags for DispatcherBase.Subscribe<TDispatchable>(object, DispatchableHandler<TDispatchable>, bool, uint, DispatchableFilter) |
CQuantum.Physics2D.DistanceJoint | A 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.DistanceJoint3D | A 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.DotNetSessionContext | This 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.DotNetSessionRunner | This 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.Draw | Issues 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.DynamicAssetDB | A 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.DynamicAssetDBSettings | Settings used to initialize the dynamic db |
CQuantum.Shape2D.EdgeShape | Defines a 2D edge in its local space. In order to create a Shape2D of type Shape2DType.Edge, use Shape2D.CreateEdge.
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CQuantum.EditMeshScope | Scope for editing triangles of a mesh collider |
CQuantum.EditorButtonAttribute | Specifies that a method should be displayed as a button in the Unity editor |
CQuantum.EditorDefines | Quantum editor defines |
CQuantum.EditorRectUtils | Unity custom editor GUI utility functions |
CQuantum.Core.FrameBase.EntitiesConfig | Global entities configuration |
CQuantum.EntityComponentConfigAttribute | Obsolete 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.EntityPrototype | An 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.EntityPrototypeRef | Represents a generalized reference to an entity prototype - either EntityPrototype asset or an entity from Map |
CQuantum.EntityRef | Quantum entity reference identifies a unique Entity |
CQuantum.QuantumEntityView.EntityUnityEvent | Wrapping UnityEvent(QuantumGame) into a class. Is used by the QuantumEntityView to make create and destroy publish Unity events |
CQuantum.QuantumUnityDB.Entry | Internal representation of an asset in the DB. Serialized data remains immutable, while the runtime data is mutable |
CQuantum.EnumEqualityComparer | Enum utility methods |
CQuantum.ComponentBlockIterator< T >.Enumerator | ComponentBlockIterator enumerator object |
CPhoton.Deterministic.FP.EqualityComparer | Equality comparer for FPs |
CPhoton.Deterministic.FPVector2.EqualityComparer | Represents an equality comparer for FPVector2 objects |
CPhoton.Deterministic.FPVector3.EqualityComparer | Represents an equality comparer for FPVector3 objects |
CPhoton.Deterministic.IntVector2.EqualityComparer | Represents an equality comparer for IntVector2 objects |
CPhoton.Deterministic.IntVector3.EqualityComparer | Represents an equality comparer for IntVector3 objects |
CQuantum.ColorRGBA.EqualityComparer | The equality comparer for ColorRGBA instances |
CQuantum.EventList | Internally used class |
CQuantum.ExitInfo2D | Info about two entities that were colliding in the 2D Physics |
CQuantum.ExitInfo3D | Info about two entities that were colliding in the 3D Physics |
►CQuantum.FieldsMask | Base class for FieldsMask<T> |
CQuantum.Navigation.FindPathResult | The result object for FindPath requests |
CQuantum.FixedArray | Provides utility methods for working with Quantum fixed-size arrays |
CQuantum.FixedArray< T > | A Quantum array with fixed size |
CQuantum.Json.FixedSizeBufferConverter | Converts fixed-size buffers to and from JSON in a way compatible with the Unity's built-in JSON utility |
CQuantum.FloatMinMax | A struct that holds min and max float values and comes with a few inspector tools |
CQuantum.FormerlySerializedAsAttribute | A replacement for UnityEngine.Serialization.FormerlySerializedAsAttribute |
CPhoton.Deterministic.FP | A fixed-point number. 16 lower bits are used for the decimal part, 48 for the integral part |
CQuantum.FPAnimationCurve | A deterministic discretized animation curve. Values between keyframes are interpolated linearly |
CPhoton.Deterministic.FPBounds2 | Represents an 2D axis aligned bounding box (AABB) |
CPhoton.Deterministic.FPBounds3 | Represents an 3D axis aligned bounding box (AABB) |
CPhoton.Deterministic.FPCollision | A collection of collision helper functions |
CPhoton.Deterministic.FPHighPrecisionDivisor | Represents a high precision divisor for use with the Fixed Point math system |
CPhoton.Deterministic.FPLut | The 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.FPMath | A collection of common math functions |
CQuantum.FPMathUtils | Unity 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.FPMatrix2x2 | Represents 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.FPMatrix3x3 | Represents 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.FPMatrix4x4 | Represents 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.FPQuaternion | A Quaternion representing an orientation |
CPhoton.Deterministic.FPVector2 | Represents a 2D Vector |
CPhoton.Deterministic.FPVector3 | Represents a 3D Vector |
CQuantum.Frame | The user implementation of FrameBase that resides in the project quantum_state and has access to all user relevant classes |
CQuantum.Core.FrameBase | The 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.FrameBaseUnsafe | Frame API to give access to C# unsafe pointers and advanced immediate operations |
CQuantum.FrameChecksumerBitStream | Represents a bit stream used for frame checksum calculation. Implements the IBitStream interface |
►CQuantum.Core.FrameContext | The FrameContext is shared between individual transient FrameBase instances |
CQuantum.QuantumGame.FramesContainer | Stores the different frames the simulation uses during one tick |
CQuantum.Frame.FrameSignals | The Quantum signal API consist of core and user-defined code-generated signals |
CQuantum.FrameThreadSafeExtensions | Extension methods for the FrameThreadSafe class |
CQuantum.FrameTimer | Built in timer used for timing game logic |
CQuantum.GameObjectUtils | Unity game object utility methods for Quantum |
CQuantum.GizmoIconColorAttribute | Defines the color of a gizmo header in the overlay |
CQuantum.GizmoUtils | Utility class for drawing gizmos |
CQuantum.GlobalsCore | Internally used class |
CQuantum.Editor.QuantumEditorShortcutsWindow.GridScope | A grid scope for the Quantum global config window |
CQuantum.DispatcherBase.HandlerDisposable | A helper class that allows to create a subscription that is active until the caller disposes the result |
CQuantum.HashCodeUtils | Hashcode generation utilities |
CQuantum.Allocator.HeapAllocationTrackerExt | Extension methods for the IHeapAllocationTracker |
CQuantum.Physics2D.HingeJoint | A 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.HingeJoint3D | A 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.Hit | Information returned from a valid hit of a physics query |
CQuantum.Physics3D.Hit3D | Information returned from a valid hit of a physics query |
CQuantum.Physics2D.HitCollection | Collection of hits returned from a physics query |
CQuantum.Physics3D.HitCollection3D | Collection of hit information returned from a physics query |
CHostProfiler | Provides 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.IAssetSerializer | Represents a serializer that handles assets and various configuration objects |
CQuantum.IAssetSerializerExtensions | An extension class for IAssetSerializer |
►CQuantum.ICallbackDispatcher | A callback dispatcher interface. Implementations of this interface are responsible for dispatching callbacks to the runtime |
►CQuantum.ICallbackUnityScene | An interface for callbacks that are related to Unity scenes |
►CQuantum.Core.ICollisionCallbacks2D | Interface for receiving 2D collision callbacks |
►CQuantum.Core.ICollisionCallbacks3D | Interface for receiving 3D collision callbacks |
►CQuantum.IComponent | The 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.IDeterministicCommandFactory | The command factor interface |
►CPhoton.Deterministic.IDeterministicCommandPool | Command pool interface |
CPhoton.Deterministic.IDeterministicDeltaCompressedInput | The interface encapsulates managing the access to delta compressed input |
CPhoton.Deterministic.IDeterministicFrameSerializer | The interface of the serializer object used to serialize and deserialize components |
►CPhoton.Deterministic.IDeterministicGame | The deterministic game interface is the main hub that holds information about the simulation on the Quantum.Deterministic level |
►CPhoton.Deterministic.IDeterministicInputProvider | The interface encapsulates managing the Quantum input |
►CPhoton.Deterministic.IDeterministicPlatformTaskRunner | The interface for the task runner used in the Quantum task system |
►CPhoton.Deterministic.IDeterministicRpcProvider | The interface encapsulates managing the Quantum RPCs |
►CQuantum.IDispatchable | The interface for the dispatchable callbacks or events |
CQuantum.IEntityPrototypeMaterializedListener | If 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.IEventDispatcher | An event dispatcher interface. Implementations of this interface are responsible for dispatching events to the runtime |
►CQuantum.Allocator.IFrameHeap | Custom heap interface for allocating memory on the frame |
►CIGameResult | Represents the result of a game |
CIgnoreInAssetObjectCheckAttribute | Helper attribute used in Quantum migration |
►CQuantum.Allocator.IHeapAllocationTracker | Interface of the heap allocation tracker |
CIHostProfiler | Interface for the host profiler |
CQuantum.IKCCCallbacks2D | The interface receives the interaction callbacks from the character controller system |
CQuantum.IKCCCallbacks3D | The interface receives the interaction callbacks from the character controller system |
►CQuantum.ILogger | Represents a logger |
►CQuantum.ILogSource | An interface for log sources. Implement this interface to be able to pass a custom context to Log methods |
CQuantum.QuantumNavMesh.ImportSettings | The Unity navmesh import settings |
►CQuantum.INavigationCallbacks | Basic callbacks from the navigation system to Quantum systems |
CQuantum.QuantumRunnerLocalDebug.DynamicAssetDBSettings.InitialDynamicAssetsRequestedUnityEvent | A unity event passing the dynamic asset db |
CQuantum.QuantumEntityPrototype.InitialNavMeshTargetInfo | The initial navmesh target info |
CQuantum.InputProviderExtensions | Input provider extension methods |
CPhoton.Deterministic.InputSetMask | The 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.InstantReplaySettings | Settings required to record frame snapshots for instant replays |
CQuantum.QuantumSnapshotInterpolationTimer.InterpolationBuffer< T > | Simple ring buffer to store transform data |
CPhoton.Deterministic.IntVector2 | Represents a two-dimensional vector with integer components |
CPhoton.Deterministic.IntVector3 | Represents a three-dimensional vector with integer components |
►CQuantum.Navigation.IPathFinderData | An interface to access a few selected internal pathfinding data |
►CQuantum.MemoryLayoutVerifier.IPlatform | Represents a platform that can resolve the memory layout of types and detect any potential issues |
►CQuantum.IProgressBar | A progress bar that reports back during navmesh baking |
►CQuantum.IPrototype | A prototype interface. Indicates that the implementing type is a prototype of some kind |
CQuantum.IQString | QString interface for UTF-16 strings |
CQuantum.IQStringUtf8 | QString interface for UTF-8 strings |
►CQuantum.Editor.IQuantumAssetSourceFactory | A factory that creates IQuantumAssetSource instances for a given asset |
►CQuantum.IQuantumEntityViewPool | Interface to create custom implementation of the entity view pool that can be assigned to the QuantumEntityViewUpdater.Pool |
►CQuantum.IQuantumUnityDispatcher | An interface marking a dispatcher as being a Quantum Unity dispatcher |
CQuantum.IQuantumUnityDispatcherExtensions | Set of extension methods for IQuantumUnityDispatcher |
►CQuantum.IQuantumViewComponent | The interface that the QuantumEntityViewUpdater uses to control the view components (QuantumViewComponent<T>) |
CQuantum.IQuantumViewContext | Use this interface to create view context classes that can be used inside concrete QuantumEntityViewComponent<T> |
►CQuantum.IResourceManager | Represents an asset manager that can load, unload, and dispose AssetObject |
CQuantum.IResourceManagerExtensions | Extension methods for IResourceManager |
►CQuantum.IRunnerFactory | The interface for the runner factory. It creates platform specific objects to run the Quantum simulation |
►CIRuntimeConfig | Represents the runtime configuration for the Quantum engine |
CIRuntimePlayer | Represents a runtime player |
►CISerializationCallbackReceiver | A replacement for UnityEngine.ISerializationCallbackReceiver |
►CQuantum.ISignal | Represents 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 >.Iterator | An 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.Joint | Defines 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.Joint3D | Defines 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.JointsIterator | An 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.JointsIterator3D | An 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.JsonUtilityExtensions | Extends capabilities of JsonUtility by adding type annotations to the serialized JSON, Unity object reference handling and integer enquotement |
CQuantum.FPAnimationCurve.Keyframe | Only used to recreate the curve in the Unity Editor |
CLastSupportedVersionAttribute | Marks the last Quantum version that supports the attributed type/method/property/field |
CQuantum.LayerInfo | Physics layer information |
CQuantum.LayerMask | The Quantum physics layer mask used with LayerValue |
CQuantum.LayerValue | The Quantum physics layer value used with LayerMask |
CQuantum.Log | Quantum's logging system |
CQuantum.LogContext | Additional info about the log context |
CQuantum.LogLevelExtensions | Extensions for LogLevel |
CQuantum.LogSettings | Settings for the logging system |
►CQuantum.LogStream | Interface for logging streams |
CQuantum.MailboxSet8 | A utility class to optimize periodic checks by saving a iteration value for each index of the initial capacity |
►CQuantum.Map | The 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.MapDataBakerCallback | Derive from the class to receive callbacks during Quantum map baking. Add the QuantumMapBakeAssemblyAttribute assembly attribute when the implementation is located in different assemblies |
CQuantum.MapDataBakerCallbackAttribute | Add this attribute to implementations of MapDataBakerCallback to control the order in which the callbacks are finally executed. Works across different assemblies |
CQuantum.MapEntityId | Represents a Quantum entity that is part of a map |
CQuantum.MapStaticCollider2D | The 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.MapStaticCollider2DPolygonData | Stores 2D polygon collider data used on static collider MapStaticCollider2D |
CQuantum.MapStaticCollider3D | The 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.Mask256 | Mask256 is a 256-bit mask that can be used to store 256 boolean values |
CQuantum.MemoryLayoutVerifier | Verifies the memory layout of types and detects any potential issues |
CQuantum.Shape3D.MeshShape | References a static Mesh collider by its index |
CQuantum.MeshUnmanagedTrianglesRef | A lightweight reference to a mesh in unmanaged memory |
►CPhoton.Deterministic.Protocol.Message | The base class for Quantum network messages |
CQuantum.MovedFromAttribute | A replacement for UnityEngine.Scripting.APIUpdating.MovedFromAttribute |
CPhoton.Deterministic.Native | Native is a collections of tools that interact with the platform's native code directly like memory allocation, copy operations, etc |
CQuantum.Navigation | Navigation API |
CQuantum.NavMesh | The 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.NavMeshAgentConfig | The configuration file for navmesh agent components |
CQuantum.NavMeshAgentSteeringData | Navmesh agent steering data passed into callbacks |
CQuantum.QuantumEntityPrototype.NavMeshAvoidanceAgentInfo | Navmesh avoidance agent info |
CQuantum.Prototypes.NavMeshAvoidanceAgentPrototype | Prototype of the NavMeshAvoidanceAgent Quantum component |
CQuantum.Prototypes.NavMeshAvoidanceObstaclePrototype | Prototype of the NavMeshAvoidanceObstacle Quantum component |
CQuantum.NavMeshBakeData | he 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.NavMeshBakeDataLink | Creates a extra link between two triangles on the navmesh |
CQuantum.NavMeshBakeDataTriangle | Triangles 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.NavMeshBakeDataVertex | Stores a 3D position |
CQuantum.NavMeshBaker | The NavMeshBaker turns the intermediate navmesh format NavMeshBakeData into a Quantum NavMesh |
CQuantum.NavMeshBorder | The navmesh border data structure |
CQuantum.NavMeshBorderNode | The navmesh border node data structure that stores all borders inside a 2D grid for global raycasts for example |
CQuantum.NavMeshLink | The navmesh link data structure |
CQuantum.QuantumEntityPrototype.NavMeshPathfinderInfo | The navmesh pathfinder info |
CQuantum.Prototypes.NavMeshPathfinderPrototype | Prototype of the NavMeshPathfinder Quantum component |
CQuantum.NavMeshPortal | The Quantum navmesh stores connections between neighbouring triangles as portals |
CQuantum.NavMeshRegionMask | Internally stores a unsigned long to be able to toggle 128 different regions |
CQuantum.QuantumEntityPrototype.NavMeshSpec | Navmesh specification for prototypes |
CQuantum.QuantumEntityPrototype.NavMeshSteeringAgentInfo | Navmesh steering agent info |
CQuantum.Prototypes.NavMeshSteeringAgentPrototype | Prototype of the NavMeshSteeringAgent Quantum component |
CQuantum.NavMeshTriangle | The navmesh triangle data structure |
CQuantum.NavMeshTriangleCenterGridNode | This grid stores one fallback triangle per cell |
CQuantum.NavMeshTriangleNode | A grid or all triangles used for quick lookups |
CQuantum.NavMeshVertex | The navmesh vertex data structure is saves as an array in the NavMesh.Vertices |
CPhoton.Deterministic.NullableFP | A serializable equivalent of Nullable<FP> |
CPhoton.Deterministic.NullableFPVector2 | A serializable equivalent of Nullable<FPVector2> |
CPhoton.Deterministic.NullableFPVector3 | A serializable equivalent of Nullable<FPVector3> |
CPhoton.Deterministic.NullableNonNegativeFP | A serializable equivalent of Nullable<FP> |
CQuantum.OptionalGizmoBool | Allows optional gizmo values to be serialized in the inspector |
CQuantum.QuantumEntityPrototype.OverrideFP | Data object to store a bool and a fixed point to represent overriding default values |
CQuantum.PathUtils | Utility methods to work with folder and file paths |
CQuantum.Navigation.PathVertex | The data structure for the internal path waypoints |
CQuantum.Core.DebugCommand.Payload | The debug command payload |
CQuantum.Prototypes.PhysicsBody2DPrototype | Prototype of the PhysicsBody2D Quantum component |
CQuantum.Prototypes.PhysicsBody3DPrototype | Prototype of the PhysicsBody3D Quantum component |
CQuantum.QuantumEntityPrototype.PhysicsBodyGeneric | The all-purpose physics body info |
CQuantum.Prototypes.PhysicsCallbacks2DPrototype | Prototype of the PhysicsCallbacks2D Quantum component |
CQuantum.Prototypes.PhysicsCallbacks3DPrototype | Prototype of the PhysicsCallbacks3D Quantum component |
CQuantum.Prototypes.PhysicsCollider2DPrototype | Prototype of the PhysicsCollider2D Quantum component |
CQuantum.Prototypes.PhysicsCollider3DPrototype | Prototype of the PhysicsCollider3D Quantum component |
CQuantum.QuantumEntityPrototype.PhysicsColliderGeneric | A all-purpose physics collider info |
CQuantum.Physics2D.PhysicsEngine2D | 2D Physics API |
CQuantum.Physics3D.PhysicsEngine3D | 3D Physics API |
CQuantum.Prototypes.PhysicsJoints2DPrototype | Prototype of the PhysicsJoints2D Quantum component |
CQuantum.Prototypes.PhysicsJoints3DPrototype | Prototype of the PhysicsJoints3D Quantum component |
CQuantum.PhysicsMaterial | The Quantum's asset with the definitions for a PhysicsMaterialData |
CQuantum.PhysicsMaterialData | Defines the settings for a physics body to resolve its collision when it is touching another body |
CPhoton.Deterministic.Plane | Represents a plane in three-dimensional space |
CQuantum.PlayerRef | Represents a Quantum player |
CQuantum.PolygonCollider | The asset that contains data of a convex polygon |
CQuantum.PolygonColliderRuntimeData | The buffers with runtime data for the vertices and normals. They are loaded when the asset is added or replaced |
CQuantum.Shape2D.PolygonShape | References a Polygin shape by the AssetRef<T> of its Quantum.PolygonCollider asset |
CPhoton.Deterministic.DeterministicTickInput.Pool | The input objects are pooled |
CQuantum.PreserveAttribute | A replacement for UnityEngine.Scripting.PreserveAttribute |
CQuantum.Profiling.Profiler | Represents a profiler that can be used for performance profiling |
CQuantum.Profiling.ProfilerContext | Represents a profiler context that manages profiling data |
CQuantum.Profiling.ProfilerContextData | Represents the data collected by the profiler for all the threads for a single frame |
CQuantum.Profiling.ProfilerData | Data collected by the profiler |
CQuantum.Profiling.Profiler.ProfilerScope | Represents a disposable profiler scope that automatically starts and ends a profiling section |
CQuantum.ProgressBar | A progress bar implementation used by the navmesh importing. The progress bar is only showed when the LogLevel is set to Debug |
►CQuantum.PropertyAttribute | A replacement for UnityEngine.PropertyAttribute |
CQuantum.Ptr | The Ptr is a pointer wrapper to a memory location inside the frame heap |
CQuantum.QBoolean | Quantum boolean type that is stored on components |
CQuantum.Collections.QCollectionsUtils | Helper class with utility methods used by QCollections |
CQuantum.Collections.QDictionary | 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.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.QList | 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.QListPtr< T > | Stores a Quantum.Ptr which points to the memory location of a QList<T> inside the frame heap |
CQuantum.QString | Base 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.QStringUtf8 | Base 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.QuantumAssetSourceFactoryContext | A 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_DebugDraw | A handler object that registers to Quantum callbacks and draws debug shapes issued from the simulation |
CQuantum.QuantumCallbackHandler_FrameDiffer | A handler object to subscribe to Quantum callbacks to open the frame dump differ in builds after receiving a checksum error frame dumps |
CQuantum.QuantumCallbackHandler_GameResult | A handler object that subscribes to Quantum callbacks to send game results to the server |
CQuantum.QuantumCallbackHandler_LegacyQuantumCallback | A handler object that subscribes to Quantum callbacks to call legacy QuantumCallbacks in on Unity game objects |
CQuantum.QuantumCallbackHandler_StartRecording | A handler object that subscribes to Quantum callbacks to start recording input and checksums |
CQuantum.QuantumCallbackHandler_UnityCallbacks | A handler object that subscribes to Quantum callbacks to handle Unity scene loading and unloading |
CQuantum.Editor.QuantumCodeGenQtn | Quantum 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.QuantumCodeGenSettings | Settings for the Quantum code generation. Extend this class with a partial implementation to customize the settings |
CQuantum.QuantumColor | Quantum default colors |
CQuantum.QuantumConsoleRunner | Simple command-line runner for Quantum simulations |
CQuantum.QuantumDebugInput | A Unity script that creates empty input for any Quantum game |
CQuantum.QuantumDefaultConfigsAssetPostprocessor | A Unity asset post processor that makes use to generate default Quantum configs in the user folder |
►CQuantum.Editor.QuantumEditor | Base class for all Photon Common editors. Supports EditorButtonAttribute and ScriptHelpAttribute |
CQuantum.Editor.QuantumEditorColliderConverter | This tool can convert Unity colliders to Quantum colliders |
CQuantum.Editor.QuantumEditorFrameDifferWindow | The 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.QuantumEditorHubWidgetBase | Structured as such that a subclass has child elements to prevent Unity inspector recursion problems |
CQuantum.Editor.QuantumEditorMapGizmoStylePopup | Popup window for the map gizmo style |
CQuantum.Editor.QuantumEditorMenuCreateAssets | Create Quantum asset and script files using the context menu |
CQuantum.Editor.QuantumEditorMenuCreateScene | Utility methods to create and set up a Quantum Unity scene |
CQuantum.Editor.QuantumEditorMenuCustomPlugin | Methods to export Quantum assets and configs |
CQuantum.Editor.QuantumEditorMenuDllToggle | A 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.QuantumEditorMenuLookUpTables | Quantum Look up table tools |
CQuantum.Editor.QuantumEditorMenuProfilers | Utility methods to create and set up a Quantum Unity scene |
CQuantum.Editor.QuantumEditorSessionShutdown | An Unity Editor hook to shutdown all Quantum sessions when the editor play mode is stopped |
CQuantum.Editor.QuantumEditorShortcutsWindow | A utility window to quickly access Quantum global configs |
CQuantum.Editor.QuantumEditorSkin | An editor scriptable object that stores UI skins and different GUIStyle Unity inspectors and custom windows |
CQuantum.Editor.QuantumEditorToolbarUtilities | An 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.QuantumEditorUserScriptGeneration | Utility 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.QuantumFrameDifferGUI | The actual GUI to render the frame dumps differences of multiple dumps send by different clients. Uses Unity Immediate Mode GUI |
CQuantum.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 |
CQuantum.QuantumGameGizmosSettings | The gizmo settings for the Quantum game |
CQuantum.QuantumGameStartParameters | Parameters required to start a Quantum game |
CQuantum.QuantumGizmoColors | The default Quantum Gizmo colors |
►CQuantum.QuantumGizmoEntry | Individual entry for a specific section of Quantum |
CQuantum.QuantumGizmoStyle | The style of the gizmo |
CQuantum.QuantumGlobalScriptableObject | A 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.QuantumGlobalScriptableObjectAttribute | Provides additional information for a global scriptable object |
CQuantum.QuantumGlobalScriptableObjectLoadResult | The result of QuantumGlobalScriptableObjectSourceAttribute.Load. Contains the loaded object and an optional unloader delegate |
►CQuantum.QuantumGlobalScriptableObjectSourceAttribute | Base 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.QuantumGlobalScriptableObjectUtils | Utility methods for working with QuantumGlobalScriptableObject |
CQuantum.Profiling.QuantumGraphPlayerLoopUtility | A 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.QuantumGraphProfilers | The main management class in the Quantum graph profilers |
CQuantum.Profiling.QuantumGraphProfilersUtility | A utility class for Quantum graph profilers |
CQuantum.Profiling.QuantumGraphProfilingStatistics | A Unity script that renders additional statistics to the graph UI |
CQuantum.Profiling.QuantumGraphProfilingTools | A Unity script that renders additional profiling tools to the graph UI |
►CQuantum.Profiling.QuantumGraphSeries | A graph series is the base class to render graphs in Unity |
CQuantum.Profiling.QuantumGraphTimer | The Quantum graph timer to measure time with a stopwatch |
CQuantum.QuantumInstantReplay | The instant replay feature. It can be used as is or used as a base class for custom instant replay implementations |
►CQuantum.QuantumJsonFriendlyDataBlob | Wrapper around storing binary data in JSON to work around the problem that Unity JSON tools only serialize byte arrays verbosely |
CQuantumJsonSerializer | A 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.QuantumLoadBalancingClient | Obsolete: Not used anymore. Replace by using RealtimeClient directly |
CQuantum.QuantumLogInitializer | Initializes 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.QuantumMapBakeAssemblyAttribute | This assembly attribute needs to be set inside custom assemblies that required static edit mode callbacks from the MapDataBakerCallback class. [assembly: QuantumMapBakeAssembly] |
CQuantum.Editor.QuantumMenuConfigEditor | Custom inspector for QuantumMenuSceneInfo |
►CQuantum.QuantumMonoBehaviour | Base class for all Quantum MonoBehaviours |
CQuantum.QuantumMppm | Support for Multiplayer Play Mode (MPPM). It uses named pipes to communicate between the main Unity instance and virtual instances |
CQuantum.QuantumMppmCommand | The base class for all Quantum MPPM commands |
CQuantum.QuantumNavMesh | This class is a collection of utility methods to import Unity NavMesh data into Quantum NavMesh data |
CQuantum.QuantumNetworkCommunicator | This 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.QuantumPlayerLoopSystemHandle | Represents a system that has been added to the PlayerLoopSystem |
CQuantum.QuantumPlayerLoopSystemUtils | Utility class for manipulating Unity Player Loop System |
CQuantum.Editor.QuantumProfilingServer | A dummy implementation of the Quantum profiling server |
CQuantum.Editor.QuantumQtnAsset | A 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.QuantumReconnectInformation | Implements MatchmakingReconnectInformation to save reconnect information to player prefs. This way the app can try to reconnect after app start |
►CQuantum.QuantumReplayFile | A 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.QuantumRunnerRegistry | A registry to keep track of all active Quantum runners |
►CQuantum.QuantumScriptableObject | Base class for all Quantum scriptable objects |
CQuantum.QuantumSnapshotInterpolationTimer | Configuration of the snapshot interpolation mode when selected in QuantumEntityView.InterpolationMode |
CQuantum.Editor.QuantumStateInspector | An 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.QuantumTransformData | Data structure to hold transform data on an entity in a buffer |
CQuantum.Editor.QuantumUnityDBInspector | An 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.QuantumUnityDBUtilities | QuantumUnityDB Editor utilities |
CQuantum.QuantumUnityExtensions | Provides backwards compatibility for Unity API |
CQuantum.QuantumUnityInputSystemWithLegacyFallback | This 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.QUnityComponentPrototypeRef | Obsolete, still defined to prevent data loss |
CPhoton.Deterministic.FP.Raw | Holds FP constants in raw (long) form |
CPhoton.Deterministic.FPHighPrecisionDivisor.Raw | Holds FPHighPrecisionDivisor constants in raw (long) form |
CQuantum.ReflectionUtils | Quantum reflection utilities |
CPhoton.Deterministic.Webhooks.ReplayChunkRequest | The 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.RNGSession | PCG32 random generator, 16 bytes in size. http://www.pcg-random.org |
CQuantum.Rotation2DAttribute | Marks a FP/NullableFP field as a 2D rotation angle |
CQuantum.Profiling.Sample | Represents a sample in the profiler |
CQuantum.Editor.SerializableEnterRoomArgs | This 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.SerializableType | A System.Type wrapper that can be serialized |
CQuantum.SerializableType< Quantum.Quantum.AssetObject > | |
CQuantum.SerializableType< Quantum.SystemBase > | |
CQuantum.SerializeField | A replacement for UnityEngine.SerializeField |
CPhoton.Deterministic.Protocol.Serializer | The Quantum online protocol serializer |
CQuantum.SerializeReference | A replacement for UnityEngine.SerializeReference |
CQuantum.SessionRunner | The 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.SessionRunnerException | Runner specific exceptions |
CQuantum.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 |
CQuantum.Shape2DConfig | The base settings for building a Shape2D |
CQuantum.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 |
CQuantum.Shape3DConfig | The base settings for building a Shape3D |
CQuantum.Shape3D.SphereShape | Defines a sphere shape in its local space. In order to create a Shape3D of type Shape3DType.Sphere, use Shape3D.CreateSphere.
|
CQuantum.Physics2D.SpringJoint | A 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.SpringJoint3D | A 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.StaticColliderData | Information about a static collider |
CQuantum.Statics | Static type registry is completed by code generation |
CQuantum.Allocator.Heap.Stats | Statistics of the heap |
CQuantum.Core.FrameBase.Stats | Represents the memory statistics for a frame in the Quantum.Core namespace |
CQuantum.Core.StreamUtils | Streaming utility methods |
CQuantum.Task.SystemArrayComponent< Transform2D > | |
CQuantum.Task.SystemArrayFilter< ArrayFilterTestSystem.Filter > | |
►CQuantum.SystemBase | The Quantum system base class |
►CQuantum.SystemsConfig.SystemEntryBase | System 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.Tag | An empty struct to mark the type as a tag |
CQuantum.Shape3D.TerrainShape | References a static Terrain shape by its Quantum.TerrainCollider asset |
CQuantum.Navigation.ThreadLocal | An internal class that stored multi-threading related navigation context |
CQuantum.Physics2D.PhysicsEngine2D.Api.ThreadSafeApi | Struct to provide thread-safe access to the physics functions |
CQuantum.Physics3D.PhysicsEngine3D.Api.ThreadSafeApi | Struct to provide thread-safe access to the physics functions |
CQuantum.Prototypes.Transform2DPrototype | Prototype of the Transform2D Quantum component |
CQuantum.QuantumEntityPrototype.Transform2DVerticalInfo | Prototype settings for the Transform2DVertical component |
CQuantum.Prototypes.Transform2DVerticalPrototype | Prototype of the Transform2DVertical Quantum component |
CQuantum.Prototypes.Transform3DPrototype | Prototype of the Transform3D Quantum component |
CQuantum.CollisionInfo3D.TriangleCollisionInfo | Info about the collision with a specific triangle of a mesh |
CQuantum.CollisionInfo3D.TriangleCollisionIterator | Data regarding a mesh collision, including all the individual triangles |
CQuantum.TriangleMesh | The data representation of all static triangles in the scene |
CQuantum.TriangleReference | Represents a reference to a triangle in the triangle mesh |
CQuantum.TriggerInfo2D | Info about a collision between a trigger and a non-trigger 2D physics colliders |
CQuantum.TriggerInfo3D | Info about a collision between a trigger and a non-trigger 3D physics colliders |
CQuantum.ReflectionUtils.TypeHierarchyComparer | Comparer for types for sorting |
CQuantum.TypeRegistry | The Quantum type registry |
CQuantum.TypeUtils | Type reflection utility methods. Is generally slow |
CQuantum.Json.UnityContractResolver | Custom contract resolver for Unity objects. The main purpose is to support Unity's SerializeReference attribute |
CQuantum.Json.UnityJsonUtilityConvert | Utility methods to convert JSON data serialized by Unity's built-in JSON utility to .NET objects with Newtonsoft.Json |
CQuantum.QuantumEntityView.UpdatePositionParameter | The 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.Utility | Represents a collection of memory utility functions that interact with the platform's native code directly |
CQuantum.TriangleCCW.VertexHashMapper | Uses a ByteSerializerHashMapper<T> to more efficiently serialize triangles with shared vertices to a ByteStream. How to serialize: |
CQuantum.Prototypes.ViewPrototype | Prototype of the View Quantum component |