Ultimate Replay Scripting Reference
UltimateReplay.Core Namespace |
Classes
Class | Description | |
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DefaultReplayPreparer |
The default IReplayPreparer used by Ultimate Replay to prepare game objects for gameplay and playback.
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ReplayIdentity |
A replay identity is an essential component in the Ultimate Replay system and is used to identify replay objects between sessions.
Replay identities are assigned at edit time where possible and will never change values.
Replay identities are also use to identify prefab instances that are spawned during a replay.
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ReplayScene |
A ReplayScene contains information about all active replay objects.
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ReplayVariable |
Represents a variable that can be recorded using the replay system in order to replay script animations or similar during playback.
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Structures
Structure | Description | |
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ReplayEvent |
Used to mark key recording events that will be triggered during playback.
Good candidates would be to trigger audio effects or similar.
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Interfaces
Interface | Description | |
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IReplayPreparer |
A preparer is used by Ultimate Replay to prepare any replay objects for either gameplay mode or playback mode.
In order for game systems such as physics and scritps to not affect playback, replay objects must be prepared in some way to disable these systems while playback is enabled.
The appropriate prepare method will be called by the replay system when objects need to either enter playback mode or return to gameplay mode.
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IReplaySerialize |
This class should be implemented when you want to serialize custom replay data.
This sould really be an interface but it needs to be a class to be assignable in the inspector.
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Enumerations
Enumeration | Description | |
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ReplayEvents |
Common events identifiers used to record ReplayEvent with the replay system.
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