Table of Contents

Namespace AO

Classes

AEffect

Base class for effects that can be added to players.

AOMath

Math functions.

Ability
Ads
AllOut

Utility functions

Analytics
Asset

Base asset class.

Assets

Assets is a core engine system to fetch assets

AudioAsset

Audio asset.

Battlepass
Box_Collider

Collider component in the shape of a rectangle

Camera

Functions for working with the game's camera.

CameraControl

API for taking control of the camera. Default camera behaviour does the following in LateUpdate(): Position = local character position + (0, 0.5)

Chat

Chat is a core engine system to work with the in game chat.

Circle_Collider

Collider component in the shape of a circle

ClientRpc

Client RPC tells All Out that you want to allow this method to be called from the server and replicated to clients. To call an RPC from the server you need to prepend 'CallClient_' to your method name at the call site. Client RPCs run on the server as well.

Collider
Component

Base component class.

ComponentExtensions

Utility class for component extensions

Coroutine

Coroutines are a way to run code in a way that mimics parallelism. Coroutines run on the main thread and are ticked every frame.

CoroutineExtensions
Cosmetics
Economy
Edge_Collider

Collider component in the shape of a line

EmoteEffect
Entity

Entities are the base object we work with. They can have components attached to them and can be parented to other entities.

EntityExtensions

Utility class for entity extensions

Events
External_Calls
FontAsset

Font asset.

Friends
Game

Game is a core engine system with various utility functions.

GameProduct
Gif

Gif asset.

Haptics
IM

IM (Immediate) is a core engine system to work directly with the rendering system

Input

Input is a core engine system to work with keyboard and mouse input.

Interactable

A component that a player can interact with. The interaction will take place on both the client and the server.

Inventory

Instance of an inventory. Inventories store a collection of item instances. Inventories are automatically saved and synced across the network when modified from the server.

Item_Definition

Definition of item.

Item_Instance

Instance of an item.

Keybinds
LOS_Caster
Leaderboard

Leaderboard is a core engine system to work with the on screen leaderboard.

Leaderboards
Light
Lighting
Log

Functions that log to the console or users log files.

Material
Mono_Component
Movement_Agent
Navmesh
Navmesh_Loop
NetSyncAttribute

Mark a component member as network-serialized. If the component's entity is networked, this will automatically serialize and broadcast the value from the server to the client every frame on an unreliable channel.

Network

Network is a core engine system to with the cross platform networking API.

Network.SyncVarDebugInfo
Notifications

Notifications is a core engine system to show notifications to the player.

Pathfind_Tester
Physics

Physics is a core engine system to work with the 2D physics system.

Player

The Player component. You may extend this class to add your own functionality to the player.

Player.AbilityDrawOptions
Player.AbilityDrawResult
PlayerList
Polygon_Collider

Collider component in an arbitrary polygonal shape

PostProcessing
Prefab

Prefab asset.

Projectile
Purchasing

Purchasing is a core engine system to work with in game purchases using Sparks.

RNG
RPCSourceGenerator
RPCSourceGenerator.RemoteCall
RPCSourceGenerator.SyntaxReceiver
Rigidbody

Component that include the entity in the physics simulation as a rigid body

SFX

SFX is a core engine system to work with the audio system.

Save

Save is a core engine system to work with persistent data for the game.

Scene

Scene is a core engine system to work with entities and components.

Scene.CurrentGameData
SerializedAttribute

Mark a component member as serialized. This will make it show up in the inspector, saved, and replicated to clients when spawned on the server (Network.Spawn).

ServerRpc

Server RPC tells All Out that you want to allow this method to be called from clients and replicated to the server. To call an RPC from a client you need to prepend 'CallServer_' to your method name at the call site.

ShaderAsset

Shader asset.

Shadow_Caster
Shop
ShopCategory
Simple_Animation
Singleton<T>
Spawn_Point
SpineInstance

Backing instance of a spine skeleton. See SpineSkeletonAsset.

SpineSkeletonAsset

Spine skeleton asset.

Spine_Animator

Component that displays a spine animation. See Assets.SpineSkeletonAsset to load a spine animation.

Sprite_Renderer

Component that renders a sprite. See Assets.Texture to load a texture.

StateMachine

State machine

StreamReader
StreamWriter

A class for reading and writing data to a byte stream. This is used internally for RPC serialization, could be useful for other things.

SyncVar<T>

SyncVar allows you to keep variables in sync from the server to all clients.

SystemButton
System<T>
Texture

Texture asset.

Time

Time is a core engine system to query time related information.

Trail_Renderer
UI

UI is a core engine system used to draw UI elements with the immediate mode UI.

UIBlocker
UIButton
UICanvas
UICutElement
UICutRect
UIDirectionalLayout
UIDirectionalLayoutElement
UIFitAspect
UIGif
UIGrid
UIImage
UIPreviewAttribute
UIPushColor
UIPushGroup
UIPushInteractable
UIPushLayer
UIRect
UIScrollView
UISpineSkeleton
UIText
Util
Viewport

Structs

AllOut.DeferImpl
AllOut.DeferImpl<T>
Analytics.GAResponse
BattlepassTask
Cosmetic
Friend
IM.MaskScope
IM.QuadData
Inventory.DrawHotbarResult
Inventory.DrawOptions

Fetch an inventory by its id. This is an async request that may be called from the client or server.

ItemDescription

Description of an item used to dynamically create an Item_Definition

Keybind
LeaderboardEntry
Matrix4
Physics.RaycastHit

Raycast hit information.

Player.AbilityActivationInfo
PostProcessing.BloomConfig
PostProcessing.BlurConfig
PostProcessing.ChromaticAberrationConfig
PostProcessing.ColorGradeConfig
PostProcessing.FilmGrainConfig
PostProcessing.VignetteConfig
PurchaseModification
Purchasing.Product

Product definition.

RPCOptions
Rect

Defines a rectangle in 2D space. Most commonly used for UI layouting.

SFX.PlaySoundDesc
SaveEntry

SaveEntry is a struct that represents a key value pair in an ordered set.

ShopCategory.ProductDescription
StreamWriterPosition<T>
UI.ButtonSettings
UI.Fonts
UI.GridLayout
UI.InteractResult
UI.NineSlice
UI.ScrollView
UI.ScrollViewSettings
UI.TextInputSettings
UI.TextSettings
Vector2
Vector3
Vector4
WaitForSeconds

Yield the couroutine for a number of seconds.

Interfaces

INetworkedComponent
ISyncVar

Enums

Body_Type

Rigidbody component type.

Chat.Mode
Entity.NetSyncOptions
Haptics.ImpactType
Input.CheckLevel
Input.Keycode
Input.MouseButton
Input.UnifiedInput
ItemRarity
JoystickBehaviour
Player.PlayerMovementKind
PurchaseButtonColor
Rect.FitAspectKind
StateMachineTransitionNumericConditionKind

Condition evaluation kind for numeric conditions

StateMachineVariableKind

Kind of state machine variable

SystemButtonLocation
TargettingMode
UI.Context
UI.GridLayout.SizeSource
UI.HorizontalAlignment
UI.Material
UI.ScrollToRectKind
UI.VerticalAlignment
UICutSide
UIDirectionalLayoutGrowDirection
UIFitAspectAnchor