Alteruna Namespace

Primary namespace for Alteruna Multiplayer

Classes

AnimationSynchronizable Synchronizable Animator component.
AttributesSync Synchronize methods and fields using attributes.
AttributesSyncLocalBehavior Behaviour of local invocation of remote methods.
AttributesSyncSynchronizableField Synchronise target field.
AttributesSyncSynchronizableMethod Synchronise target Method.
AvatarAvatar is used to represent a player in a Room.
AvatarBehavior Behavior for avatar spawning.
Bucket Class Bucket is a collection of players used to define NetLOD behaviour.
BucketBehavior Behavior of a LOD bucket.
CommunicationBridge Holds references and methods for communications with active Multiplayer component. Unlike CommunicationBridgeUID, this component does not have a unique identifier (UID).
CommunicationBridgeUID Holds references and methods for communications with active Multiplayer and UID components. Can be used to as object reference when sending packages to other clients.
EnableSynchronizable A component for synchronizing the enabling or disabling of a GameObject across multiple clients in a multiplayer environment.
Encryption Simple encryption that does not make increase the size of the data transmitted.
Endpoint Device endpoint.
InputSynchronizable Synchronize inputs (255 buttons and 255 axis maximum) The input vales will update on this and other clients simultaneously.
InterpolationTransformSynchronizable Interpolate transform position and rotation using selected interpolation method.
InterpolationTransformSynchronizableInterpolationMethodType Methods for interpolate, extrapolate, and other.
InterpolationTransformSynchronizableLocalBehaviourType Behavior of how to polate transform locally.
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.
RemoteProcedure RPC delegate.
RemoteProcedureAck RPC ack delegate.
RemoteProcedureReply RPC reply delegate.
Rigidbody2DSynchronizableRigidbody2DSynchronizable is a Synchronizable that synchronizes the state of a Rigidbody2D component.
RigidbodySynchronizable Control and synchronizes an object's position through physics simulation.
RigidbodySynchronizableCommon Common Rigidbody synchronizable methods and.
Room The Room class defines a room in the network. Users can join and leave rooms and send data to all other users in the same room.
Service Alteruna service class.
ServiceState Handle states and events for alternate service.
Spawner Class Spawner defines a component which can instantiate and destroy objects on all clients in the Room simultaneously.
SpawnPointer Sets Multiplayer's spawn points on enabled, scene is loaded with Multiplayer.LoadScene, or SetAsSpawnPoint is called.
SyncedAxis Alternative way of implementing InputSynchronizable.
SyncedEventBaseT Base class for syncronizing events with any type of argument.
SyncedKey Alternative way of implementing InputSynchronizable.
SyncedKeyKeyMode Key behavior mode
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.
SynchronizableSynchronizableField Synchronise target field.
SynchronizableSynchronizableMethod Synchronise target Method.
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.
TransformSynchronizableCommon Common Transform Synchronizable methods.
TransformSynchronizableCommonTransform2DAxes Flags for setting what axis to sync.
TransformSynchronizableCommonTransformSyncConstraint Flags for setting what axis to sync.
UniqueAvatarChild Instantiate a prefab as a child from a array. If avatar index goes beyond the length 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.
UnityWebRequestExtension 
UnityWriter Class UnityWriter is used to write Unity types to a Writer.
User User class containing index and name.
UserId User Indexes to target multiple users.
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.
VoiceSynchronizable Synchronizable component for voice chat.
VoiceSynchronizableBitDepth Bit depth for audio quality.
VoiceSynchronizableEncryptionType Encoding types for data compression.
VoiceSynchronizableSupportedPlatforms Supported platforms for audio input.
VoiceSynchronizableUnityMicrophone Unity microphone audio input.
Writer Class Reader is used to read data recieved from another User.

Interfaces

IAdaptiveSerializableUniqueID Combines the IAdaptiveSerializable and the IUniqueID interface.
IInput Alteruna Input interface. Can be used to create a custom synced input system.
IServiceListener Service event listener interface.
IServiceStateListener Service state event listener interface.
IUniqueID Class UniqueID defines an application-wide unique ID for identifying objects deciding where to rout data in a Room.
VoiceSynchronizableIAudioInput Interface for audio input.