Objects - Stingray Lua API Reference

Objects

This page contains an alphabetical list of all objects in the API.

Interface to access achievements on xbox one.
Interface to a physics actor.
A "box" that stores an Actor object across multiple frames, ensuring that the stored Actor has not become invalid by being destroyed in the physics world.
A component that can store arbitrary values accessed by keys.
A component that handles animation blending for an entity.
An interface for sampling custom animation curves.
A component that handles animation state machines for an entity.
An opaque object that represents a three-dimensional oriented bounding box.
A data structure that you can use to quickly search for units in a game level.
Represents a game camera.
Represents an Apex Cloth actor.
An opaque object returned by several asynchronous functions in the stingray.Cloud interface.
A component that can store arbitrary values accessed by keys.
A component that stores a debug name for the entity.
Opaque object representing an entity.
A data structure that represents an array of float.
A component that adds flow to an entity.
The GameSession object is responsible for replicating and synchronizing game objects between the peers that participate in a networked game session.
A Gui is an object that manages primitive 2D shapes -- like rectangles, triangles, and text -- and draws them in the engine viewport.
Provides access to the main PathFinding Query of Navigation.
Represents a Navigation bot.
Represents a dynamic box obstacle.
Represents a dynamic cylinder obstacle.
Represents a Navigation NavData.
Represents a Navigation database.
Functions used for generating NavData.
Represents a graph of points.
Provides access to some output from GwNavQueries.
Represents the Entrance and Exit points for a [GwNavSmartObject].
Allows to customize GwNavTraverseLogicData.
Represents a volume that tags the NavMesh dynamically.
Allows to customize queries and pathfinding.
Represents a NavMesh Triangle.
Represents a Navigation world.
A hashed string value.
A "box" that stores a IdString32Box object across multiple frames.
A hashed string value.
A "box" that stores a IdString64Box object across multiple frames.
Interface to a physics joint.
Represents a network node in a LAN game.
Represents a lobby in a LAN game.
The LanLobbyBrowser provides access to the list of game lobbies available on the local area network (LAN).
An opaque token returned by asychronous functions in the Steam Leaderboard interface.
Represents a level that has been loaded into the runtime game world.
Describes a game light.
Used to draw debug lines in the game world.
The Localizer is a helper interface that offers access to localized strings that are contained in a single specified .strings resource.
This interface provides a Level of Detail selector: a wrapper over a number of mesh objects that selects which mesh should be rendered depending on the screen space projection of the LOD object's bounding sphere.
Represents a material.
Represents a 4x4 matrix that stores both the position and the orientation of an object.
A "box" that stores a Matrix4x4 object across multiple frames.
Describes a mesh.
A component that can store arbitrary values accessed by keys.
Provides an interface to a physics mover / character controller.
Matches the Microsoft.Xbox.Services.Multiplayer.MultiplayerSessionRestriction enum in the XDK documentation.
Matches the Microsoft.Xbox.Services.Multiplayer.MultiplayerSessionVisibility enum in the XDK documentation.
A navigation mesh in a level.
Matches the Microsoft.Xbox.Services.Experimental.Social.Manager.PeoplehubDetailLevel enum in the XDK documentation.
Represents a physics world: a collection of interacting physics objects where Actors live.
Matches the Microsoft.Xbox.Services.Matchmaking.PreserveSessionMode enum in the XDK documentation.
API for manipulating procedurally generated meshes.
Represents a network node in a PlayStation Network (PSN) game.
Represents a room in a PlayStation Network (PSN) game.
The PsnRoomBrowser provides access to the list of game rooms available on the PlayStation Network (PSN).
Represents a rotation in the quaternion formulation (x, y, z, w).
A "box" that stores a Quaternion object across multiple frames.
This object allows you to perform collision tests against the physics objects in a PhysicsWorld.
RefTracker is a heavy userdata object that you can use to track down memory leaks in Lua.
API for manipulating buffers of data for rendering.
A component that can store arbitrary values accessed by keys.
Opaque object representing a RenderResource
The Replay object can be used to replay events that have occurred in the game world.
An interface for loading and unloading packages (groups of resources that you define in data files with the .package extension).
An opaque object returned by several asynchronous functions in the stingray.SaveSystem interface.
Used to spawn large number of units.
A component that assigns a scene graph (node hierarchy) to an entity.
A component that adds scripting support to entities.
These constants may be returned by calls to stingray.Network.clean_sessions_status().
NOTE: This object and its API are considered deprecated in favor of the workflow based on entities.
Status of the SmartMatch matchmaking.
Matches the Microsoft.Xbox.Services.Experimental.Social.Manager.SocialEventType enum in the XDK documentation.
Matches the Microsoft.Xbox.Services.Experimental.Social.Manager.PresenceFilter enum in the XDK documentation.
Matches the Microsoft.Xbox.Services.Experimental.Social.Manager.RelationshipFilter enum in the XDK documentation.
Represents a client network node in a Steam game.
Represents a server node in a Steam game.
Represents a lobby for a game server.
Represents a lobby in a Steam game.
The SteamLobbyBrowser provides access to the list of game lobbies available on the Steam.
Used to measure the ping time, which reports how fast messages can be bounced between the two network cards.
The SteamServerBrowser provides access to the list of game servers available on Steam.
This represents a client that can communicate with others in a room.
A class that can play stories, or cutscenes.
A component that handles tags for an entity.
Represents a terrain.
Matches the Windows.Xbox.Management.Deployment.PackageTransferStatus enum in the XDK documentation.
A component that lets entities be positioned in the world.
Each Unit object represents a single game unit, such as a character, a building, or another object in a game level.
A component that links a unit to an entity.
The UnitSynchronizer is a helper object that synchronizes the creation, destruction, position and rotation of units across multiple networked peers.
Describes a three-dimensional vector.
A "box" that stores a Vector2 object across multiple frames.
Describes a three-dimensional vector.
A "box" that stores a Vector3 object across multiple frames.
Describes a three-dimensional vector.
A "box" that stores a Vector4 object across multiple frames.
Represents a vector field.
Interface to a physics vehicle.
An object that can play video.
Represents a viewport: a container for a view into the 3D world.
Matches the Windows.Xbox.Chat.ChatParticipantTypes enum in the XDK documentation.
Matches the Windows.Xbox.Chat.ChatRestriction enum in the XDK documentation.
Matches the Microsoft.Xbox.GameChat.ChatUserTalkingMode enum in the XDK documentation.
Implements a web socket client interface.
Represents an application window on Win32 and MacOS X.
Represents a game world.
This object provides access to functions for controlling sound events for a particular game World.
This object is a container for constants that reflect the state of the Xbox One device.