PhotonQuantum
25 tools in this family (folder Editor/Tools/PhotonQuantum/ in the bridge package). Effect: writes changes the project or the scene, read-only does not, destructive deletes or overwrites and the client asks before running it.
| Tool | Effect | Description |
|---|---|---|
netdeterm_apply_archetype | writes | Apply a known-good preset for a game archetype (FightingGame / Rts / TopDownArenaShooter / CardGame)… |
netdeterm_bake_asset_db | writes | Bake every registered asset to a deterministic binary blob and write it to disk. |
netdeterm_create_room | writes | Photon Realtime matchmaking: create a room for an online Quantum session. |
netdeterm_export_replay | read-only | Export the current replay buffer as a base64-encoded byte array. ReadOnly. Useful for shipping |
netdeterm_export_setup | read-only | Export the full Quantum bridge state as a JSON snapshot: runtime config, current session, |
netdeterm_generate_component | writes | Emit a deterministic IComponent QTN block from a spec. Output is .qtn source the user's Quantum |
netdeterm_generate_input_struct | writes | Emit the Quantum Input QTN struct that compiles to Quantum.Input. Provides four built-in templates |
netdeterm_generate_system | writes | Emit a Quantum SystemMainThreadFilter (or SystemSignalsOnly) C# class from a spec. |
netdeterm_get_room_list | read-only | List rooms (with optional filter). ReadOnly. Use to populate a lobby UI or check tournament |
netdeterm_init | writes | Initialise the Buril Photon Quantum runtime. Configures AppId, region, simulation tick rate, |
netdeterm_join_random | writes | Quick-match: join the first open room matching a property + player-count filter. |
netdeterm_join_room | writes | Join a Photon Realtime room by name. Returns the room data or status 'not_found' |
netdeterm_play_replay | writes | Replay a recorded session — convenience wrapper that combines netdeterm_start_replay + waits for |
netdeterm_record_replay | writes | Start recording the current Quantum session into an input log. The log captures every input + |
netdeterm_register_asset | writes | Register a deterministic Quantum asset (Map / SimulationConfig / CharacterConfig / WeaponConfig / |
netdeterm_register_entity_view | writes | Wire a Unity GameObject to a Quantum EntityRef. Attaches QuantumEntityView when Quantum is installed… |
netdeterm_shutdown | writes | Shutdown all Quantum runners and tear down the bridge. |
netdeterm_simulate_input | writes | Inject a mock input frame into the simulator for the given player. Useful for headless tests, |
netdeterm_start_local | writes | Start a LOCAL Quantum session (no network — single process, all players on the same machine). |
netdeterm_start_multiplayer | writes | Start an ONLINE Quantum session via Photon Realtime matchmaking. The session_name selects/creates |
netdeterm_start_replay | writes | Start a REPLAY session — re-runs the simulation from a logged input file. |
netdeterm_status | read-only | Query the current Quantum runtime state. ReadOnly. Returns IsRunning, CurrentTick, LocalPlayer, |
netdeterm_stop_replay | writes | Stop the active replay recording and write the input log to disk. Returns the saved path + |
netdeterm_validate_determinism | read-only | Scan C# source for non-deterministic patterns (float / double / Mathf / UnityEngine.Random / |
netdeterm_verify_lockstep | read-only | Prove lockstep determinism: run the current input log N times under fresh simulator instances |