Alteruna.Multiplayer Namespace

SDK objects

Classes

AnimationSynchronizable Synchronizable Animator component.
AttributesSync Synchronize methods and fields using attributes.
AttributesSyncSynchronizableField Synchronise target field.
AttributesSyncSynchronizableMethod Synchronise target Method.
AvatarAvatar is used to represent a player in a Room.
Bucket Class Bucket is a collection of players used to define NetLOD behaviour.
CommunicationBridge The base class for many of Alteruna Multiplayer's components.
CommunicationBridgeUID Holds references and methods for communications with active Multiplayer and UID components. Can be used as an 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.
EnsureEventSystem 
InterpolationTransformSynchronizable Interpolate transform position and rotation using selected interpolation method.
MultiplayerObsolete.
MultiplayerManager The component MultiplayerManager gives access to all functionality and communication for Alteruna Multiplayer.
MultiplayerStateExtensions Provides extension methods for the MultiplayerState enumeration.
NameGenerator Class NameGenerator generates names from a random animal and adjective.
NewInputSync Synchronizes input actions across multiple users in a room using the new input system.
NewInputSyncInputActionSync 
NewInputSyncInputActionSyncActionT 
NewInputSyncInputActionSyncInputActionSyncLocalT1 
NewInputSyncInputActionSyncLocalActionBool 
NewInputSyncInputActionSyncLocalActionFloat 
NewInputSyncInputActionSyncLocalActionQuaternion 
NewInputSyncInputActionSyncLocalActionVector2 
NewInputSyncInputActionSyncLocalActionVector3 
NewInputSyncInputActionSyncRemoteActionBool 
NewInputSyncInputActionSyncRemoteActionFloat 
NewInputSyncInputActionSyncRemoteActionQuaternion 
NewInputSyncInputActionSyncRemoteActionVector2 
NewInputSyncInputActionSyncRemoteActionVector3 
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.
ScoreObjectT Represents a score object holding a list of values of type T. This class manages the storage, retrieval, and manipulation of score data.
ScoreObjectMethods Provides static extension methods for managing and manipulating score objects within a array of IScoreObjects.
ScoreTypeMethods Provides extension methods for the ScoreType enumeration. This class is used to dynamically create IScoreObject instances based on different ScoreTypes. It simplifies the creation of score objects for various data types without hardcoding specific types.
SingleClientEvent Event used for when you want something to only apply for a single client.
SpawnerSpawner 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.
SyncedEventBaseT Base class for syncronizing events with any type of argument.
SyncedEventBool 
SyncedEventByte 
SyncedEventFloat 
SyncedEventGuid 
SyncedEventInt 
SyncedEventShort 
SyncedEventString 
SyncedEventVoid Sync a UnityEvent without parameters.
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.
TextChatCommandHelper 
TextChatSynchronizable Synchronizes text chat messages for all clients. Can also be used to run commands and cheats.
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.
UniqueAvatarChild Instantiate a prefab as a child from an array. If the 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.
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.
VoiceSynchronizableUnityMicrophone Unity microphone audio input.

Structures

BucketBehavior Behavior of a LOD bucket.

Interfaces

IAdaptiveSerializableUniqueID Combines the IAdaptiveSerializable and the IUniqueID interface.
IScoreObject Defines the interface for a score object, providing methods for managing and serializing score data.
ITextChatCommand Can be implemented to create custom commands.
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.

Enumerations

AttributesSyncLocalBehavior Behaviour of local invocation of remote methods.
AvatarBehavior Behavior for avatar spawning.
InterpolationTransformSynchronizableInterpolationMethodType Methods for interpolate, extrapolate, and other.
InterpolationTransformSynchronizableLocalBehaviourType Behavior of how to polate transform locally.
MultiplayerState Represents the state of a multiplayer manager.
ScoreType Defines the types of scores that can be managed within the scoreboard system. This enumeration is used to specify the data type of the scores being handled, allowing for flexible and type-safe management of score data.
TransformSynchronizableCommonTransform2DAxes Flags for setting what axis to sync.
TransformSynchronizableCommonTransformSyncConstraint Flags for setting what axis to sync.
VoiceSynchronizableBitDepth Bit depth for audio quality.
VoiceSynchronizableEncryptionType Encoding types for data compression.
VoiceSynchronizableSupportedPlatforms Supported platforms for audio input.