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SimonAlteruna edited this page Apr 28, 2023 · 27 revisions

Alteruna Namespace

Primary namespace for Alteruna Multiplayer

Classes

AttributesSync Synchronize methods and fields using attributes.
AttributesSync.SynchronizableField Synchronise target field.
AttributesSync.SynchronizableMethod Synchronise target Method.
Avatar Avatar is used to represent a player in a Room.
Bucket Class Bucket is a collection of players used to define NetLOD behaviour.
BucketBehavior  
CommunicationBridge  
CommunicationBridgeUID Holds references and methods for communications with active Multiplayer and UID components.
Encryption  
Endpoint  
InputSynchronizable Synchronize inputs (255 buttons and 255 axis maximum) The input vales will update on this and other clients simultaneously.
InterpolationTransformSynchronizable  
Multiplayer The component Multiplayer gives access to all functionality and communication for Alteruna Multiplayer.
NameGenerator Class NameGenerator generates names from a random animal and adjective.
ProcedureParameters Parameters containing data to be sent together with Remote Procedure Calls.
Reader Class Writer is used to write data to be sent to other Users through a Synchronizable.
Rigidbody2DSynchronizable Rigidbody2DSynchronizable is a Synchronizable that synchronizes the state of a Rigidbody2D component.
RigidbodySynchronizable Control and synchronizes an object's position through physics simulation.
Room  
Service  
ServiceState  
Spawner Class Spawner defines a component which can instantiate and destroy objects on all clients in the Room simultaneously.
SyncedAxis Alternative way of implementing InputSynchronizable.
SyncedKey Alternative way of implementing InputSynchronizable.
Synchronizable Class Synchronizable defines a base containing data to be synchronized with other clients in the Room. Synchronizable also support attributes, but unlike AttributesSync, it does not auto commit changes in fields marked with the SynchronizableField attribute.
Synchronizable.SynchronizableField Synchronise target field.
Synchronizable.SynchronizableMethod Synchronise target Method.
SynchronizableCommon  
SynchronizableCommon.RigidbodySynchronizableCommon Common Rigidbody synchronizable methods and.
TransformSynchronizable Class TransformSynchronizable defines a component which synchronizes its game objects transform with other clients in the Playroom.
TransformSynchronizable2D Class TransformSynchronizable2D defines a component which synchronizes its game objects transform with other clients in the Playroom.
UniqueAvatarChild Instantiate a prefab as a child from a array. If avatar index goes beyond the lenght of the array, it will loop.
UniqueAvatarColor Change Hue to a unique color based on avatar index.
UnityLog Class UnityLog is responsible for logging internal messages and events.
UnityReader Class UnityReader is used to write Unity types to a Reader.
UnityWriter Class UnityWriter is used to write Unity types to a Writer.
User User class containing index and name.
UtcTime Useful time related fields using global time. Note that its its common for the system time to be inaccurate, expect a difference by 5 seconds. If the machine time is not automatically updated, it can be up to much more.
Writer Class Reader is used to read data recieved from another User.

Interfaces

IAdaptiveSerializableUniqueID Combines the IAdaptiveSerializable and the IUniqueID interface.
IInput  
IServiceListener  
IServiceStateListener  
IUniqueID Class UniqueID defines an application-wide unique ID for identifying objects to be synced between Users in a Room.

Delegates

RemoteProcedure  
RemoteProcedureAck  
RemoteProcedureReply  

Enumerations

AttributesSync.LocalBehavior  
AvatarBehavior  
InterpolationTransformSynchronizable.InterpolationMethodType  
InterpolationTransformSynchronizable.LocalBehaviourType  
SyncedKey.KeyMode Key behavior mode
UserId User Indexes to target multiple users.

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