Ultimate Replay Scripting Reference
ReplayScene Class |
A ReplayScene contains information about all active replay objects.

Namespace: UltimateReplay.Core
Assembly: UltimateReplay (in UltimateReplay.dll) Version: 1.0.0.0 (1.0.0.0)

C#
public sealed class ReplayScene
The ReplayScene type exposes the following members.

Name | Description | |
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![]() | ReplayScene | Initializes a new instance of the ReplayScene class |

Name | Description | |
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![]() | RecordSnapshot |
Take a snapshot of the current replay scene using the specified timestamp.
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![]() | RegisterReplayObject |
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.
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![]() | RestoreSnapshot |
Restore the scene to the state described by the specified snapshot.
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![]() | UnregisterReplayObject |
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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Name | Description | |
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![]() | ActiveReplayObjects |
Get a collection of all game objects that are registered with the replay system.
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![]() | ReplayEnabled |
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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