Classes | |
class | BinaryData |
An asset containing raw binary data. Use CreateByteStream to access contents safely and auto-decompress, if compressed. More... | |
class | CallbackChecksumComputed |
Callback called when a checksum has been computed. More... | |
class | CallbackChecksumError |
Callback called on a checksum error. More... | |
class | CallbackChecksumErrorFrameDump |
Callback called when due to a checksum error a frame is dumped. More... | |
class | CallbackEventCanceled |
Callback called when an event raised in a predicted frame was canceled in a verified frame due to a roll-back / missed prediction. Synchronised events are only raised on verified frames and thus will never be canceled; this is useful to graciously discard non-sync'ed events in the view. More... | |
class | CallbackEventConfirmed |
Callback called when an event was confirmed by a verified frame. More... | |
class | CallbackGameDestroyed |
Callback called when the game was destroyed. More... | |
class | CallbackGameInit |
Callback called when the game has been started. More... | |
class | CallbackGameResynced |
Callback called when the game has been re-synchronized from a snapshot. More... | |
class | CallbackGameStarted |
Callback called when the game has been started. More... | |
class | CallbackInputConfirmed |
Callback when local input was confirmed. More... | |
class | CallbackPluginDisconnect |
Callback called when the local client is disconnected by the plugin. More... | |
class | CallbackPollInput |
Callback called when the simulation queries local input. More... | |
class | CallbackSimulateFinished |
Callback called when frame simulation has completed. More... | |
class | CallbackUpdateView |
Callback guaranteed to be called every rendered frame. More... | |
struct | CharacterController2D |
struct | CharacterController2DMovement |
Result of a 2D KCC raw movement query. More... | |
struct | CharacterController3D |
struct | CharacterController3DMovement |
Result of a 3D KCC raw movement query. More... | |
struct | CollisionInfo2D |
Info about a collision between two 2D physics colliders. More... | |
struct | CollisionInfo3D |
Info about a collision between two 3D physics colliders. More... | |
class | ComponentTypeId |
A runtime identifier for component types (most methods cannot be used during edit time). Internally uses the hash of the type to serialize component types efficiently. Create a ComponentSet from ComponentTypeRef this way: More... | |
class | DeterministicSystemSetup |
Responsible for instantiating Quantum systems on simualtion start. User systems can be added by adding a SystemsConfig to the RuntimeConfig. Or adding them in the user callback AddSystemsUser. More... | |
class | DisplayAsEnumAttribute |
Casts an enum or int value in the inspector to specific enum type for rendering of its popup list. Supplying a method name rather than a type allows a property with the type Type to be used to dynamically get the enum type. More... | |
class | DoIfAttributeBase |
Editor attribute for selective editor rendering. Condition member can be a property, field or method (with a return value). More... | |
class | DotNetRunnerFactory |
Platform dependent information and factory methods for the SessionRunner. This factory is created to be used on the Quantum server plugin. More... | |
class | DrawIfAttribute |
Editor attribute for selectively drawing/hiding fields. Condition member can be a property, field or method (with a return value). More... | |
struct | EntityRef |
Quantum entity reference. More... | |
struct | ExitInfo2D |
Info about two entities that were colliding in the 2D Physics. More... | |
struct | ExitInfo3D |
Info about two entities that were colliding in the 3D Physics. More... | |
class | FieldsMask |
Base class for FieldsMask<T>. More... | |
class | Frame |
The user implementation of FrameBase that resides in the project quantum_state and has access to all user relevant classes. More... | |
interface | ISignalOnCollision2D |
Interface for receiving callbacks once per frame while two non-trigger 2D colliders are touching. More... | |
interface | ISignalOnCollision3D |
Interface for receiving callbacks once per frame while two non-trigger 3D colliders are touching. More... | |
interface | ISignalOnCollisionEnter2D |
Interface for receiving callbacks once two non-trigger 2D colliders start touching. More... | |
interface | ISignalOnCollisionEnter3D |
Interface for receiving callbacks once two non-trigger 3D colliders start touching. More... | |
interface | ISignalOnCollisionExit2D |
Interface for receiving callbacks once two non-trigger 2D colliders stop touching. More... | |
interface | ISignalOnCollisionExit3D |
Interface for receiving callbacks once two non-trigger 3D colliders stop touching. More... | |
interface | ISignalOnNavMeshMoveAgent |
Signal is called when the agent should move. The desired direction is influence by avoidance. More... | |
interface | ISignalOnNavMeshSearchFailed |
Signal is fired when the agent could not find a path in the agent update after using NavMeshPathfinder.SetTarget More... | |
interface | ISignalOnNavMeshWaypointReached |
Signal is fired when an agent reaches a waypoint. More... | |
interface | ISignalOnTrigger2D |
Interface for receiving callbacks once per frame while a non-trigger and a trigger 2D colliders are touching. More... | |
interface | ISignalOnTrigger3D |
Interface for receiving callbacks once per frame while a non-trigger and a trigger 3D colliders are touching. More... | |
interface | ISignalOnTriggerEnter2D |
Interface for receiving callbacks once a non-trigger and a trigger 2D colliders start touching. More... | |
interface | ISignalOnTriggerEnter3D |
Interface for receiving callbacks once a non-trigger and a trigger 3D colliders start touching. More... | |
interface | ISignalOnTriggerExit2D |
Interface for receiving callbacks once a non-trigger and a trigger 2D colliders stop touching. More... | |
interface | ISignalOnTriggerExit3D |
Interface for receiving callbacks once a non-trigger and a trigger 3D colliders stop touching. More... | |
class | Navigation |
Navigation API More... | |
class | NavMesh |
The asset object that contains a Quantum navigation mesh. The object loads an additional data file during the Loaded. This is because of size limitations when loading the data with Unity serialization. More... | |
class | NavMeshAgentConfig |
The configuration file for navmesh agent components. More... | |
struct | NavMeshAgentSteeringData |
Navmesh agent steering data passed into callbacks. More... | |
struct | NavMeshAvoidanceAgent |
(requires SteeringAgent and PathfinderAgent) More... | |
struct | NavMeshPathfinder |
The NavMeshAgent is an entity component for automated navmesh navigation and steering. More... | |
struct | NavMeshRegionMask |
Internally stores a unsigned long to be able to toggle 64 different regions. More... | |
struct | NavMeshSteeringAgent |
Requires NavMeshPathfinder component. More... | |
class | PhotonServerSettings |
This class wraps the AppSettings into a scriptable object and adds a few Quantum connection related configurations. Connect to specific region cloud: UseNameSever = true, FixedRegion = "us", Server = "" Connect to best region: UseNameSever = true, FixedRegion = "", Server = "" Connect to (local) master server: UseNameSever = false, FixedRegion = "", Server = "10.0.0.0.", Port = 5055 Connect to (local) name server: UseNameSever = true, FixedRegion = "", Server = "10.0.0.0.", Port = 5058 More... | |
struct | PhysicsJoints2D |
A component holding one or more Physics2D.Joint, defining connections between a 2D Physics Body and anchors according to velocity and/or position constraints. More... | |
struct | PhysicsJoints3D |
A component holding one or more Joint3D, defining connections between a 3D Physics Body and anchors according to velocity and/or position constraints. More... | |
struct | PlayerRef |
Represents a Quantum player. More... | |
class | QuantumAddRuntimePlayers |
Similar to the CustomCallback script and the QuantumRunnerLocalDebug this script will add all players inside the RuntimePlayer list as local players to Quantum during the game start. The script must Awake before starting the game and it works for local debug and online matches via a menu. Remove this script from your scene when the players are only added inside the menu classes (use the Player list in QuantumRunnerLocalDebug to start game scenes directly). More... | |
class | QuantumDebugInput |
A Unity script that creates empty input for any Quantum game. More... | |
class | QuantumDefaultConfigs |
This class represents a collection of Quantum config assets that are used when no explicit simulation config was assigned to a simulation (through RuntimeConfig). It's also implementing QuantumGlobalScriptableObject to have one instance globally accessible. More... | |
class | QuantumEditorSettings |
Contains global Quantum editor settings. More... | |
class | QuantumGame |
QuantumGame acts as an interface to the simulation from the client code's perspective. More... | |
class | QuantumGameFlags |
This class contains values for flags that will be accessible with QuantumGame.GameFlags. Built-in flags control some aspects of QuantumGame inner workings, without affecting the simulation outcome. More... | |
class | QuantumMultiClientPlayer |
This class keeps track of individual Photon connections and Quantum simulations (QuantumRunner). More... | |
class | QuantumMultiClientRunner |
The script will can manage multiple online clients and Quantum players in your Editor. This means the remote view of your player can be visualized in the same Unity instance. Minimum settings: More... | |
class | QuantumRunnerLocalDebug |
A debug script that starts the Quantum simulation for MaxPlayerCount players when starting the game from a gameplay scene. Will add LocalPlayers as local players during simulation start. The script will disable itself when it detectes that other scene were loaded before this (to delegate adding players to a menu scene / game bootstrap). More... | |
class | QuantumRunnerLocalReplay |
An example of how to start a Quantum replay simulation from a replay file. More... | |
class | ReplayFile |
A class that holds all relevant data to run a Quantum replay that can be saved and loaded in JSON. More... | |
class | RuntimeConfig |
In contrast to the SimulationConfig, which has only static configuration data, the RuntimeConfig holds information that can be different from game to game. More... | |
class | 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 startable for a variaty 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 enviroment. 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. More... | |
class | SessionRunnerException |
Runner specific exceptions. More... | |
struct | Shape2D |
Defines a 2D shape with Type and data disposed in a union-like structure. All shapes have a UserTag, BroadRadius and Centroid. All non-compound shapes have a LocalTransform and their Centroid always match their local transform position. More... | |
struct | Shape3D |
Defines a 3D shape with Type and data disposed in a union-like structure. All shapes have a UserTag, BroadRadius and Centroid. All non-compound shapes have a LocalTransform and their Centroid always match their local transform position. More... | |
class | SimulationConfig |
The SimulationConfig holds parameters used in the ECS layer and inside core systems like physics and navigation. More... | |
struct | StaticColliderData |
Information about a static collider. More... | |
class | SystemsConfig |
A Quantum configuration asset that will create and start Quantum systems in a data-driven way when starting the simulation. Can be assigned to RuntimeConfig. If no config is assigned then a default selection of build-in systems is used (DeterministicSystemSetup.CreateSystems(RuntimeConfig, SimulationConfig, SystemsConfig). The systems to be used can always be changed by code inside DeterministicSystemSetup.AddSystemsUser(ICollection<SystemBase>, RuntimeConfig, SimulationConfig, SystemsConfig). More... | |
struct | Transform2D |
The Transform2D is an entity component providing position and rotation a 2D object. More... | |
struct | Transform3D |
The Transform3D is an entity component providing position and rotation for a 3D object. More... | |
struct | TriggerInfo2D |
Info about a collision between a trigger and a non-trigger 2D physics colliders. More... | |
struct | TriggerInfo3D |
Info about a collision between a trigger and a non-trigger 3D physics colliders. More... | |
class | UnitAttribute |
Unit Attribute class. Used to mark a field with the respective Units More... | |
class | WarnIfAttribute |
Editor attribute for adding notices to fields if the condition member evaluates as true. Condition member can be a property, field or method (with a return value). More... | |
Enumerations | |
enum | CallbackFlags : int |
Represents which collision callbacks will be called for an entity. More... | |
enum | CompareOperator |
Comparison method for evaluating condition member value against compareToValues. More... | |
enum | QuantumEntityPrototypeColliderLayerSource |
Defines the source of the physics collider layer information. More... | |
enum | ScriptHeaderBackColor |
Color of the component graphic header in the Unity inspector. None indicates no header graphic should be used. More... | |
enum | ScriptHeaderIcon |
Icon to be rendered on the component graphic header in the Unity inspector. More... | |
enum | ShutdownCause |
enum | ShutdownConnectionOptions |
The shutdown connection options define what to do with the client Photon connection during runner shutdown. More... | |
enum | SimulationUpdateTime |
The type of measuring time progressions to update the local simulation. More... | |
enum | Units |
Unit Type for a certain field. This helps to identify the unit that a certain value represents, like Seconds or Percentage More... | |
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The type of measuring time progressions to update the local simulation.
Caveat: Changing it will make every client use the setting which might be undesirable when only used for debugging.
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Represents which collision callbacks will be called for an entity.
By default, no callbacks are called unless at least one of the entities involved in a collision have the respective flag set.
The callbacks are called for every entity involved in a collision that has the respective collision type flag set.
No collision is checked between two kinematic colliders that are both trigger or both non-trigger.
Enumerator | |
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None | Set None to stop receiving callbacks for an entity. |
OnDynamicCollision | Called once per frame while two non-trigger colliders are touching. Related signals: ISignalOnCollision2D and ISignalOnCollision3D. |
OnDynamicCollisionEnter | Called once two non-trigger colliders start touching. Related signals: ISignalOnCollisionEnter2D and ISignalOnCollisionEnter3D. |
OnDynamicCollisionExit | Called once two non-trigger colliders stop touching. Related signals: ISignalOnCollisionExit2D and ISignalOnCollisionExit3D. |
OnStaticCollision | Called once per frame while a non-trigger collider is touching a non-trigger static collider. Related signals: ISignalOnCollision2D and ISignalOnCollision3D. |
OnStaticCollisionEnter | Called once a non-trigger collider start touching a non-trigger static collider. Related signals: ISignalOnCollisionEnter2D and ISignalOnCollisionEnter3D. |
OnStaticCollisionExit | Called once a non-trigger collider stop touching a non-trigger static collider. Related signals: ISignalOnCollisionExit2D and ISignalOnCollisionExit3D. |
OnDynamicTrigger | Called once per frame while a trigger collider is touching a non-trigger collider. Related signals: ISignalOnTrigger2D and ISignalOnTrigger3D. |
OnDynamicTriggerEnter | Called once a trigger collider start touching a non-trigger collider. Related signals: ISignalOnTriggerEnter2D and ISignalOnTriggerEnter3D. |
OnDynamicTriggerExit | Called once a trigger collider stop touching a non-trigger collider. Related signals: ISignalOnTriggerExit2D and ISignalOnTriggerExit3D. |
OnStaticTrigger | Called once per frame while a non-trigger collider is touching a trigger static collider. Related signals: ISignalOnTrigger2D and ISignalOnTrigger3D. |
OnStaticTriggerEnter | Called once a non-trigger collider start touching a trigger static collider. Related signals: ISignalOnTriggerEnter2D and ISignalOnTriggerEnter3D. |
OnStaticTriggerExit | Called once a non-trigger collider stop touching a trigger static collider. Related signals: ISignalOnTriggerExit2D and ISignalOnTriggerExit3D. |
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strong |
Comparison method for evaluating condition member value against compareToValues.
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strong |
Icon to be rendered on the component graphic header in the Unity inspector.
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strong |
Color of the component graphic header in the Unity inspector. None indicates no header graphic should be used.
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strong |
Unit Type for a certain field. This helps to identify the unit that a certain value represents, like Seconds or Percentage
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strong |
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The shutdown connection options define what to do with the client Photon connection during runner shutdown.