Class P2PManager

Used to perform networked procedures across all connected devices.

Hierarchy

  • P2PManager

Index

Methods

  • ChangeScene
  • DerigisterScene
  • DestroyGameObject
  • GetTrackable
  • InstantiateGameObject
  • OnInstantiateGameObject
  • OnSceneChange
  • RegisterBaseGameObject
  • RegisterScene

Methods

Static ChangeScene

ChangeScene(sceneName: string, merge: boolean): void
  • Defined in TableRealms.ts:261
    • Changes the current scene across all connected devices.

Parameters

  • sceneName: string
    • The name of the new scene that should be loaded.
  • merge: boolean
    • When true the new scene will be additively loaded on top of already loaded scenes.

Returns void

Static DerigisterScene

DerigisterScene(sceneName: string): void
  • Defined in TableRealms.ts:276
    • Once a scene is registered, it can be deregistered with this method.

Parameters

  • sceneName: string
    • The name of the scene that is deregistered.

Returns void

Static DestroyGameObject

DestroyGameObject(entity: ut.Entity): void
  • Defined in TableRealms.ts:327
    • Destroyes an entity across all devices.

Parameters

  • entity: ut.Entity
    • The entity that should be destroyed.

Returns void

Static GetTrackable

GetTrackable(entity: ut.Entity): Trackable
  • Defined in TableRealms.ts:300
    • Returns the Trackable that is attached to an entity.

Parameters

  • entity: ut.Entity
    • The entity for which it’s trackable should be returned.

Returns Trackable

Static InstantiateGameObject

InstantiateGameObject(prefabName: string, playerId: string, position: Vector3, orientation: Quaternion, networkMovement: boolean): void
  • Defined in TableRealms.ts:311
    • Instantiates a new instance of a registered prefab across all devices.

Parameters

  • prefabName: string
    • The name of the game object that should be instantiated.
  • playerId: string
    • The player’s ID to whom this object belongs.
  • position: Vector3
    • The initial position of the entity.
  • orientation: Quaternion
    • The initial orientation of the entity.
  • networkMovement: boolean
    • If this is true the entity’s position and orientation will be automatically shared across all devices.

Returns void

Static OnInstantiateGameObject

OnInstantiateGameObject(prefabName: string, callback: function): void
  • Defined in TableRealms.ts:319
    • Register a callback that is executed whenever a prefab is instantiated.

Parameters

  • prefabName: string
    • The name of the prefab for which the callback should be executed.
  • callback: function
    • The callback that should be executed.
  • (): void
    • Returns void
    • Returns void

Static OnSceneChange

OnSceneChange(sceneName: string, callback: function): void
  • Defined in TableRealms.ts:284
    • Register a callback that is executed whenever a scene change takes place.

Parameters

  • sceneName: string
    • The name of the scene for which the callback should be executed.
  • callback: function
    • The callback that should be executed.
  • (): void
    • Returns void
    • Returns void

Static RegisterBaseGameObject

RegisterBaseGameObject(prefabName: string, gameObject: string): void
  • Defined in TableRealms.ts:293
    • Before instances of entities can be instantiated their prefab needs to be registered.

Parameters

  • prefabName: string
    • The name of the new prefab that is registered.
  • gameObject: string
    • This is the fully qualified name of the prefab that is registered.

Returns void

Static RegisterScene

RegisterScene(sceneName: string, scene: string): void
  • Defined in TableRealms.ts:269
    • Before scenes can be loaded they need to be registered.

Parameters

  • sceneName: string
    • The name of the new scene that is registered.
  • scene: string
    • This is the fully qualified name of the entity group (scene) that is registered.

Returns void