Ultimate Replay Scripting Reference
ReplayObject Class |
Only one instance of ReplayObject can be added to any game object.

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

C#
public sealed class ReplayObject : MonoBehaviour, IReplaySerialize
The ReplayObject type exposes the following members.

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

Name | Description | |
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![]() | Awake |
Called by Unity.
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![]() | OnDestroy |
Called by Unity.
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![]() | OnReplayDeserialize |
Called by the replay system when this ReplayObject should deserialize its replay data.
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![]() | OnReplaySerialize |
Called by the replay system when this ReplayObject should serialize its replay data.
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![]() | RebuildComponentList |
Forces the object to refresh its list of observed components.
Observed components are components which inherit from ReplayBehaviour and exist on either this game object or a child of this game object.
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Name | Description | |
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![]() | observedComponents |
An array of ReplayBehaviour components that this object will serialize during recording.
Dynamically adding replay components during recording is not supported.
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Name | Description | |
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![]() | IsPrefab |
Returns true when this game object is a prefab asset.
Returns false when this game object is a scene object or prefab instance.
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![]() | PrefabIdentity |
Get the prefab associated with this ReplayObject.
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![]() | ReplayIdentity |
Get the unique ReplayIdentity for this ReplayObject.
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