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... | |