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GS_Complete

Cross-gem integration layer — reference components that combine multiple GS_Play gems for camera-aware performers, cinematic controllers, and dialogue UI selection.

GS_Complete is the cross-gem integration layer. It depends on every other GS gem and provides reference components that combine functionality from two or more gems — camera-aware paper facing, cinematic-driven unit controllers, dialogue camera effects, and dialogue UI selection buttons. GS_Complete exists as a pattern reference: it proves that gem combination works cleanly via companion components and bus events, without modifying any gem’s source code.

 

Contents


Cinematics + PhantomCam

Dialogue effects that control camera behavior during conversations. These extend DialogueEffect and are discovered automatically through O3DE serialization, demonstrating how external gems add new dialogue effects without modifying GS_Cinematics.

ComponentPurpose
SetCamPriority_DialogueEffectComponentDialogue effect that changes a phantom camera’s priority during a dialogue sequence.
TogglePhantomCam_DialogueEffectComponentDialogue effect that enables or disables a phantom camera during a dialogue sequence.

Cinematics + UI

Connects LyShine button interactions to the dialogue selection system, enabling player choice UI in dialogue sequences.

ComponentPurpose
GS_UIDialogueSelectButtonComponentButton component for dialogue choice selection — bridges LyShine button events to dialogue selection bus events.

GS_UIDialogueSelectButtonComponent in the O3DE Inspector


Performer + PhantomCam

Camera-aware extensions for the Performer system, enabling 2.5D paper characters to face the active camera correctly.

ComponentPurpose
CamCorePaperFacingHandlerComponentCamera-aware paper facing for 2.5D performers — uses CamCore notifications to adjust paper performer facing direction relative to the active camera.

Unit + Cinematics

Unit controller extensions driven by the cinematic system rather than player input.

ComponentPurpose
CinematicControllerComponentUnit controller driven by cinematic sequences — extends GS_UnitControllerComponent to be driven by cinematic playback.

Cinematic Controller component in the O3DE Inspector


Architecture

GS_Complete follows the companion component pattern — each cross-gem component lives on the same entity as the components it integrates, communicating via their existing EBus interfaces. No gem source code is modified.

GS_Complete (integration layer)
    ├── Cinematics × PhantomCam
    │       ├── SetCamPriority_DialogueEffectComponent
    │       └── TogglePhantomCam_DialogueEffectComponent
    ├── Cinematics × UI
    │       └── GS_UIDialogueSelectButtonComponent
    ├── Performer × PhantomCam
    │       └── CamCorePaperFacingHandlerComponent
    └── Unit × Cinematics
            └── CinematicControllerComponent

System Components

ComponentPurpose
GS_CompleteSystemComponentRuntime system component for GS_Complete.

Dependencies

  • All GS gems (required — GS_Core, GS_Audio, GS_Cinematics, GS_Environment, GS_Interaction, GS_Juice, GS_Performer, GS_PhantomCam, GS_UI, GS_Unit, GS_AI, GS_Platform)
  • LyShine (required — for dialogue UI selection)
  • RecastNavigation (required — via GS_Cinematics)

Installation

  1. Enable the GS_Complete gem in your project configuration.
  2. Ensure all other GS gems are also enabled — GS_Complete depends on the full suite.
  3. Add cross-gem components to entities alongside the gem components they integrate.

See Also

For conceptual overviews and usage guides:

For related API references:

1 - Third Party Implementations

Integration guides for third-party cross-gem components with GS_Complete.

This section will contain integration guides for connecting third-party cross-gem components with the GS_Complete integration layer.