Photon Quantum 3.0.0

Classes
Quantum.Core Namespace Reference

Classes

class  CompoundCommand
 An auxiliary command that can be used to send multiple commands in one. Nested compound commands are accepted. More...
 
class  CullingSystem2D
 During Predicted frames, culls all cullable entities with Transform2D that are positioned out of the prediction area. More...
 
class  CullingSystem3D
 During Predicted frames, culls all cullable entities with Transform3D that are positioned out of the prediction area. More...
 
class  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. More...
 
class  DebugCommandType
 Predefined debug commands. More...
 
class  EntityPrototypeSystem
 The Quantum core system that creates map entities from the map prototype. Switching maps will destroy all entities and create new ones. More...
 
class  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. More...
 
class  FrameContext
 The FrameContext is shared between individual transient FrameBase instances. More...
 
interface  ICollisionCallbacks2D
 Interface for receiving 2D collision callbacks More...
 
interface  ICollisionCallbacks3D
 Interface for receiving 3D collision callbacks More...
 
interface  IDerivedStruct
 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. More...
 
class  NavigationSystem
 The Quantum core navigation system. More...
 
class  PhysicsSystem2D
 The Quantum core physics system. More...
 
class  PhysicsSystem3D
 The Quantum 3D physics system. More...
 
class  PlayerConnectedSystem
 The Quantum core player connected system. It will detect changes in the Photon.Deterministic.DeterministicFrame.GetPlayerInputFlags(PlayerRef) and call ISignalOnPlayerConnected and ISignalOnPlayerDisconnected respectively. More...
 
class  RingBuffer
 Ring buffer collection implementation. Stores Capacity number of values and will overwrite the oldest value when full. More...
 
class  StreamUtils
 Streaming utility methods. More...