Ultimate Replay Scripting Reference
UltimateReplay.Storage Namespace |

Class | Description | |
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Compression |
Compression utility using the GZip compression algorithm.
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ReplayMemoryTarget |
Represents a memory storage buffer where replay data can be stored for game sessions.
The buffer can be used as a continuous rolling buffer of a fixed size where a fixed amount of playback footage is recorded and then overwritten by new data as it is received.
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ReplaySnapshot |
A frame state is a snapshot of a replay frame that is indexed based on its time stamp.
By sequencing multiple frame states you can create the replay effect.
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ReplayTarget |
Represents and abstract storage device capable of holding recorded state data for playback at a later date.
Depending upon implementation, a ReplayTarget may be volatile or non-volatile.
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Structure | Description | |
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ReplayInitialData |
Represents the intial settings of a newly spawned replay object.
When a game object is instantiated it must be given an initial position and rotation.
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Enumeration | Description | |
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CompressionLevel |
The amount of compression to apply to a data stream.
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ReplayInitialDataFlags |
Represents initial data that may be stored by an object.
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ReplayTargetTask |
Represents a task that can be issued to a ReplayTarget.
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