Ultimate Replay Scripting Reference
ReplayTransform Class |
Attach this component to a game objects in order to record the objects transform for replays.
Only one instance of ReplayTransform can be added to any game object.
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SystemObject Object
Component
Behaviour
MonoBehaviour
UltimateReplayReplayBehaviour
UltimateReplayReplayTransform
Component
Behaviour
MonoBehaviour
UltimateReplayReplayBehaviour
UltimateReplayReplayTransform
Namespace: UltimateReplay
Assembly: UltimateReplay (in UltimateReplay.dll) Version: 1.0.0.0 (1.0.0.0)
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C#
public class ReplayTransform : ReplayBehaviour
The ReplayTransform type exposes the following members.
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Name | Description | |
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![]() | ReplayTransform | Initializes a new instance of the ReplayTransform class |
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Name | Description | |
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![]() | Awake |
Called by Unity.
(Overrides ReplayBehaviourAwake.) |
![]() | OnReplayDeserialize |
Called by the relay system when the object should return to a previous state.
(Overrides ReplayBehaviourOnReplayDeserialize(ReplayState).) |
![]() | OnReplaySerialize |
Called by the replay system when the object should be recorded.
(Overrides ReplayBehaviourOnReplaySerialize(ReplayState).) |
![]() | OnReplayUpdate |
Called during playback and allows the transform to be interpolated to provide a smooth replay even if lower record rates are used.
(Overrides ReplayBehaviourOnReplayUpdate.) |
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Name | Description | |
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![]() | interpolate |
Should the transform be interpolated between states.
This is recommended when low record rates are used as without interpolation the playback can seem jumpy.
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![]() | recordPosition |
Should the position value of the transform be recorded.
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![]() | recordRotation |
Should the rotation value of the transform be recorded.
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![]() | recordScale |
Should the scale value of the transform be recorded.
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