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