ReplayScene Class

Ultimate Replay

ReplayScene Class
A ReplayScene contains information about all active replay objects.
Inheritance Hierarchy
SystemObject  UltimateReplay.CoreReplayScene

Namespace: UltimateReplay.Core
Assembly: UltimateReplay (in UltimateReplay.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
C#
public sealed class ReplayScene

The ReplayScene type exposes the following members.

Constructors
  NameDescription
Public methodReplayScene
Initializes a new instance of the ReplayScene class
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Methods
  NameDescription
Public methodRecordSnapshot
Take a snapshot of the current replay scene using the specified timestamp.
Public methodRegisterReplayObject
Registers a replay object with the replay system so that it can be recorded for playback. Typically all ReplayObject will auto register when they 'Awake' meaning that you will not need to manually register objects.
Public methodRestoreSnapshot
Restore the scene to the state described by the specified snapshot.
Public methodUnregisterReplayObject
Unregisters a replay object from the replay system so that it will no longer be recorded for playback. Typically all ReplayObject will auto un-register when they are destroyed so you will normally not need to un-register a replay object.
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Properties
  NameDescription
Public propertyActiveReplayObjects
Get a collection of all game objects that are registered with the replay system.
Public propertyReplayEnabled
Enable or disable the replay scene in preparation for playback or live mode. When true, all replay objects will be prepared for playback causing certain components or scripts to be disabled to prevent interference from game systems. A prime candidate would be the RigidBody component which could cause a replay object to be affected by gravity and as a result deviate from its intended position. When false, all replay objects will be returned to their 'Live' state when all game systems will be reactivated.
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See Also