Ultimate Replay Scripting Reference
ReplayBehaviour Methods |
The ReplayBehaviour type exposes the following members.

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Awake |
Called by Unity.
Allows the ReplayBehaviour to validate its identity and register its self with the replay system.
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OnReplayDeserialize |
Called by the replay system when all replay state information should be deserialized.
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OnReplayEnd |
Called by the replay system when playback has ended.
You can re-enable game behaviour in this method to allow the gameplay to 'take over'
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OnReplayEvent |
Called by the replay system when an event has been received during playback.
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OnReplayPlayPause |
Called by the replay system when playback is about to be paused or resumed.
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OnReplaySerialize |
Called by the replay system when all replay state information should be serialized.
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OnReplayStart |
Called by the replay system when playback is about to start.
You can disable game behaviour that should not run during playback in this method, such as player movement.
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OnReplayUpdate |
Called by the replay system every frame while playback is active.
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ReplayDeserializeEvents |
Deserializes all active ReplayEvent from the state and dispatches any events to the OnReplayEvent(ReplayEvent) handler.
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ReplayDeserializeVariables |
Deserializes all active ReplayVariable from the state.
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ReplayFindVariables |
Attempts to find any variables marked with the ReplayVarAttribute so that they can be serialized later.
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ReplayInterpolateVariables |
Allows all active ReplayVariable to be interpolated betwen replay frames.
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ReplayRecordEvent(Byte, ReplayState) |
Push an event to the replay system for recording.
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ReplayRecordEvent(ReplayEvents, ReplayState) |
Push an event to the replay system for recording.
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ReplaySerializeEvents |
Serializes all awaiting ReplayEvent to the state.
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ReplaySerializeVariables |
Serializes all active ReplayVariable to the state.
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Reset |
Called by Unity while in editor mode.
Allows the unique id to be generated when the script is attached to an object.
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