Connect | Connect to the Alteruna service manually when the config ConnectOnStart is disabled. |
CreatePrivateRoom | Create a new private room. |
CreateRoom | Create a new room. |
DeregisterCodec | Deregister a Synchronizable from Alteruna Multiplayer, so that it is no longer being synchronized. |
GetAllSynchronizables | Get a list of all currently registered Synchronizables. |
GetAllSynchronizables(ListSynchronizableElement) | Get a list of all currently registered Synchronizables. |
GetAvatar | Get locally spawned Avatar. |
GetAvatar(String) | Get Avatar by name. |
GetAvatar(UInt16) | Get Avatar by index. |
GetAvatars | Get all Users from current room. |
GetComponentById(Guid) | Get a Unity Component through its UID. |
GetComponentById(IUniqueID) | Get a Unity Component through its UID. |
GetDebuggingInfo | Get debugging info. Includes settings, device info, etc. |
GetGameObjectById(Guid) | Get a Unity GameObject through its UID. |
GetGameObjectById(IUniqueID) | Get a Unity GameObject through its UniqueID. |
GetLastBlockResponse | Get reason for connection block. |
GetObjectByIdT(Guid) | Get a object inheriting from IAdaptiveSerializableUniqueID through its UID. |
GetObjectByIdT(IUniqueID) | Get a object inheriting from IAdaptiveSerializableUniqueID through its UID. |
GetSynchronizable | Get a Synchronizable through its UniqueID. |
GetUser | Get your own User. |
GetUser(Int32) | Get User by index. |
GetUser(String) | Get User by name. |
GetUser(UInt16) | Get User by index. |
GetUsers | Get all Users from current room. |
InvokeRemoteProcedure(String, UserId, ProcedureParameters, ISerializable, Reliability, RemoteProcedureReply, RemoteProcedureAck) | Invoke a Remote Procedure Call (RPC). |
InvokeRemoteProcedure(String, UInt16, ProcedureParameters, ISerializable, Reliability, RemoteProcedureReply, RemoteProcedureAck) | Invoke a Remote Procedure Call (RPC). |
IsRegistered(Guid) | Check is specified UID registered. |
IsRegistered(IUniqueID) | Check is specified the UniqueID registered. |
JoinFirstAvailable | Join any available room. Only join rooms that is not full, does not have pin code, and is not invite only. |
JoinMatchmaking | Join a Room through matchmaking. |
JoinMatchmaking(UInt16) | Join a Room through matchmaking using a pin. |
JoinOnDemandRoom | Create and Join a Room. The Room will close when the last player leaves the room. Use CreateRoom for more control. |
JoinOnDemandRoom(UInt32) | Join Room by id. The Room will close when the last player leaves the room. |
JoinRoom(Room) | Join an available Room. |
JoinRoom(Room, UInt16) | Join an available Room using a pin. |
JoinWithInviteCode | Join a room using an invite code. |
LoadScene(Int32, Boolean) | Load a scene by index and move Multiplayer object and all Avatars to the new scene. |
LoadScene(String, Boolean) | Load a scene by name and move Multiplayer object and all Avatars to the new scene. |
LockRoom | Lock current room. |
MakeUID | |
MulticastRemoteProcedure | Invoke a Remote Procedure Call (RPC) for multiple Users. |
RefreshRoomList | Refresh the AvailableRooms list containing the currently available Rooms on the server. |
RegisterRemoteProcedure | Register a Remote Procedure. |
RegisterSynchronizable | Register a Synchronizable to be synchronized through Alteruna Multiplayer. |
ReplyRemoteProcedure | Reply to a Remote Procedure Called by another User. |
SendToBucket(Guid, Int32) | Synchronize a specific UID to all Users within a specific bucket. |
SendToBucket(CommunicationBridgeUID, Int32, Reliability) | Synchronize a specific CommunicationBridgeUID to all Users within a specific bucket. |
SendToBucket(IAdaptiveSerializableUniqueID, Int32, Reliability) | Synchronize a specific object implementing IAdaptiveSerializableUniqueID to all Users within a specific bucket. |
SendToBucket(IUniqueID, Int32, Reliability) | Synchronize a specific object implementing IUniqueID to all Users within a specific bucket. |
Serialize | |
SetRoomName | Rename currently joined room. |
SetUsername | Sets new username for non-connected user. |
SoftReset | Reset some internal fields regrading connection to their default values. |
SpawnAvatar | Spawn your avatar. |
SpawnAvatar(Transform) | Spawn Avatar at the position and oration of a transform. |
SpawnAvatar(Vector3, Quaternion) | Spawn Avatar using position and rotation. |
SpawnAvatar(Vector3, Vector3) | Spawn Avatar using position and rotation. |
Sync(CommunicationBridgeUID, Reliability) | Synchronize a specific Synchronizable through Alteruna Multiplayer. |
Sync(Guid, Reliability) | Synchronize a specific Synchronizable through Alteruna Multiplayer. |
Sync(IAdaptiveSerializableUniqueID, Reliability) | Synchronize a specific Synchronizable through Alteruna Multiplayer. |
Sync(IUniqueID, Reliability) | Synchronize a specific Synchronizable through Alteruna Multiplayer. |
Sync(CommunicationBridgeUID, ListUInt16, Reliability) | Synchronize a specific Synchronizable through Alteruna Multiplayer. |
Sync(Guid, ListUInt16, Reliability) | Synchronize a specific Synchronizable through Alteruna Multiplayer. |
TryGetSynchronizable | Get a Synchronizable through its UniqueID. |
UnlockRoom | Unlock current room. |
Unserialize |