Group of Components that define a type. Makes use of LODs.
Allows a User to interact with the World. Connects to Replication Server.
An object representing a client connected to the Replication Server. Required for the client messages.
A message sent to a client connection.
Allows for sending an instruction to an Entity that may be running on a different machine.
Describes a characteristic or aspect of an Entity.
An Entity that is connected to another Entity through a parent-child relationship. Connected Entities are subject to their parent's LiveQuery, i.e. they are replicated only if their parent is.
A networked GameObject.
Allows the Client to specify a subset of the World to receive updates from. Acts as a filter to exclude updates on less relevant Entities that could otherwise result in undesired latency.
A partial representation of an Archetype. Allows for specifying priorities of components within an Archetype.
The key-value store provides a simple persistence layer for the players. The key-value store matches a short key (identifier) to a specific value (data payload) held in a simple, unstructured database. There are no limits to the total number of key/value pairs as long as the total size stays under 256KB.
Multi-Room Simulators are Room Simulators which are able to simulate different Game Rooms at the same time.
Generates the client schema source file (e.g. schema.cs) that automatically handles serialization/deserialization of networked GameObjects and commands.
Replicates the state of the world to the connected Clients and Simulators.
Short-lived multiplayer environments for dozens of players. Perfect for quick session-based matches.
Responsible for simulating a subset of the Game World. Connects to Replication Server through which the state gets replicated to Clients.
Long-lived and permanent multiplayer environments for thousands of players. Best suited for MMO types of games.