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SimonAlteruna edited this page Nov 11, 2022
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Primary namespace for Alteruna Multiplayer
| 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 | Holds reference for active Multiplayer component. |
| Encryption | |
| Endpoint | |
| InputSynchronizable | Synchronize inputs (255 buttons and 255 axis maximum) The input vales will update on this and other clients simultaneously.
Sync inputs and move transform based on those inputs. Note that this does not sync position, after a while the positions could become unsynced. C# using UnityEngine;
public class SyncedPlayerMovement : MonoBehaviour
{
//reference to a InputSynchronizable object in the scene with a avatar.
public InputSynchronizable InputSync;
public float Speed = 5;
private void Start() {
InputSync.AddAxis(new[] {"Horizontal", "Vertical"});
}
private void Update() {
float scaledSpeed = Speed * Time.deltaTime;
transform.Translate(
scaledSpeed * InputSync.AxesValues[0],
scaledSpeed * InputSync.AxesValues[1],
0);
}
} |
| 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 |
RigidbodySynchronizable is a Synchronizable that synchronizes the state of a Rigidbody component. |
| Room | |
| Service | |
| ServiceState | |
| Spawner | Class Spawner defines a component which can instantiate and destrot objects on all clients in the Room simultaneously. |
| Synchronizable | Class Synchronizable defines a base contaning data to be synchronized with other clients in the Room. |
| TransformSynchronizable | Class TransformSynchronizable defines a component which synchronizes its gameobjects 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 unlike color based on avatar index. |
| UniqueID | Class UniqueID defines an application-wide unique ID for identifying objects to be synced between Users in a Room. |
| 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 | |
| Writer | Class Reader is used to read data recieved from another User. |
| IServiceListener | |
| IServiceStateListener |
| RemoteProcedure | |
| RemoteProcedureAck | |
| RemoteProcedureReply |
| InterpolationTransformSynchronizable.InterpolationMethod | |
| InterpolationTransformSynchronizable.LocalBehaviour | |
| UserId |