Scripting API overview
This section is a reference for public TSMP scripting APIs.
Use it when writing:
- A custom
TSMPNetworkBehaviour. - A packed
[TransSync]component. - A TSMP RPC interaction.
- A codec handler.
- Tests or tools that inspect frame data.
For tutorial-style explanations, read the Developer section first. This section focuses on names, fields, methods, and usage rules.
Main namespaces
| Namespace | Contents |
|---|---|
K13A.TSMP | Core runtime, protocol, setup, encoder, decoder, codec base classes. |
K13A.TSMP.Udon | Network behaviour base class and built-in sync components. |
Common imports
using K13A.TSMP;
using K13A.TSMP.Udon;
using UnityEngine;
API categories
| Page | Use it for |
|---|---|
TSMPBehaviour | Base behaviour, Udon/Mono bridge methods, logging helpers. |
TSMPEncoder | Frame encode lifecycle, output texture, codec selection, queued RPC, writer API. |
TSMPDecoder | Source texture readback, header validation, codec dispatch, variable/RPC application. |
TSMPSetup | Scene binding, codec discovery, render texture setup, one-click configuration. |
TSMPNetworkBehaviour | Network IDs, receive interpolation, lifecycle hooks, TSMP RPC. |
TransSync | Field-level synchronization attribute and supported value types. |
Built-in network components | Transform, humanoid pose, avatar pose, animator, timeline, blendshape, toggle components. |
TSMPCodec | Codec handler contract and runtime/editor methods. |
TSMPCodecCatalog | Installed codec discovery and package metadata shown in Setup. |
TSMPDecodeCommon.cginc | Shared decode shader uniforms, vertex types, sampling helpers, and YCoCg helpers. |
TSMPDecodeByteOutput.cginc | Shader include contract for writing decoded bytes to an RGBA byte texture. |
Protocol API | Frame headers, network frame helpers, binary helpers, hashes, CRC. |
Search tips
Use the search box for exact identifiers such as SendTransRPC, TransSync, FrameHeader, NetworkValueType, codecId, or payloadBytes. API pages repeat important names in headings and tables so they can be found from either the component name or the member name.
UdonSharp note
Some APIs exist to let the same code run in Unity C# and UdonSharp. If an API is marked as a bridge or runtime path, keep UdonSharp compiler limits in mind.