GS_Managers
The game lifecycle management system — startup sequencing, systemic navigation, and the extensible manager pattern.
Overview
The Managers system is the backbone of every GS_Play project. It provides a controlled startup sequence that initializes game systems in the right order, global access to those systems via EBus, and systemic navigation (New Game, Load Game, Quit) from a single point of control.
Every GS_Play gem that has a manager component (Save, Stage, UI, Unit, Camera, Audio, etc.) plugs into this system automatically.
Architecture
GameManager Entity Hierarchy
GS_GameManager ← Top-level lifecycle controller
├── GS_SaveManager ← Persistence (save/load game data)
│ ├── GS_Saver ← Per-entity save components
│ └── RecordKeeper ← Simple key-value progression records
├── GS_StageManager ← Level loading and navigation
│ ├── GS_StageData ← Per-level anchor and spin-up controller
│ └── StageExitPoint ← Spawn/exit position markers
├── GS_OptionsManager ← Options and input profile management
│ └── GS_InputProfile ← Data asset for input bindings
└── (Your Custom Managers) ← Extend GS_Manager for your own systems
All managers follow the same pattern: they are spawned by the Game Manager, go through a two-stage initialization, and are globally accessible via their EBus interfaces.
Staged Initialization
GS_GameManager (singleton, placed in every level as a prefab)
│
├── Spawns manager prefabs from its "Startup Managers" list
│
├── Stage 1: Initialize
│ Each manager runs Activate(), then reports OnRegisterManagerInit()
│ GM waits for ALL managers to report before proceeding
│
├── Stage 2: Startup
│ GM broadcasts OnStartupManagers()
│ Each manager connects to other managers, then reports OnRegisterManagerStartup()
│ GM waits for ALL managers to report before proceeding
│
└── Stage 3: Complete
GM broadcasts OnStartupComplete()
Game systems are fully ready — UI can spawn, gameplay can begin
This two-stage initialization guarantees that during Stage 2, every manager is already initialized and safe to reference. This eliminates race conditions between interdependent systems.
Components
| Component | Purpose | Documentation |
|---|
| GS_GameManagerComponent | Top-level lifecycle controller. Spawns managers, handles New Game / Load / Quit / Standby. | Game Manager |
| GS_ManagerComponent | Base class for all game system managers. Handles the two-stage init pattern automatically. | Manager |
Quick Start
In-level Assembly
- Create a Game Manager prefab with the GS_GameManagerComponent.
- Create Manager prefabs for each system you need.
- Add the manager prefab spawnables to the Game Manager’s Startup Managers list.
- Place the Game Manager prefab at the top of every level.
- The system handles initialization ordering automatically.
Creating Unique Managers
- Use the Manager ClassWizard template, or extend the GS_Manager class manually.
- Override any initialization stage methods, or utility methods.
- Be sure to call parent methods in any override, otherwise initialization will be missed.
- Create a new Prefab with your new Manager, add to the GameManager Prefab Managers list.
See Also
1 - Game Manager
The top-level game lifecycle controller — startup sequencing, systemic navigation, standby mode, and debug support.

Image showing the Game Manager component, with added manager prefabs, as seen in the Entity Inspector.
Overview
The Game Manager is the root component of every GS_Play project. It controls the game lifecycle from startup through shutdown: spawning and initializing all Manager components in the correct order, providing systemic navigation (New Game, Load Game, Return to Title, Quit), and coordinating standby mode for pausing gameplay during level transitions or other blocking operations.
Every level in your project should contain the same Game Manager prefab. This allows you to start the game from any level — in debug mode it stays in the current level, in release mode it navigates to your title stage.
How It Works
Startup Sequence
When the project starts, the Game Manager executes a three-stage startup:
- Spawn Managers — The Game Manager instantiates every prefab in its Startup Managers list. Each manager component runs its
Activate() and reports back via OnRegisterManagerInit(). - Startup Managers — Once all managers report initialized, the Game Manager broadcasts
OnStartupManagers(). Managers now connect to each other and report back via OnRegisterManagerStartup(). - Startup Complete — Once all managers report started up, the Game Manager broadcasts
OnStartupComplete(). The game is fully initialized and ready to run.
At each stage, the Game Manager counts reports and only proceeds when every spawned manager has reported. This guarantees safe cross-referencing between managers in Stage 2.
Systemic Navigation
The Game Manager provides the high-level game flow methods that drive your project:
- NewGame / NewGame(saveName) — Starts a new game, optionally with a named save file.
- ContinueGame — Loads the most recent save and continues.
- LoadGame(saveName) — Loads a specific save file.
- ReturnToTitle — Returns to the title stage, tearing down the current game session.
- SaveAndExitGame / ExitGame — Saves and/or exits the application.
These methods coordinate with the Save Manager and Stage Manager automatically.
Standby Mode
Standby is a global pause mechanism. When the Game Manager enters standby, it broadcasts OnEnterStandby() to all managers, which propagate the signal to their subsystems. This halts timers, physics, gameplay ticks, and other simulation while a blocking operation (like a stage change) completes. Calling ExitStandby reverses the process.
Debug Mode
When Debug Mode is enabled in the Inspector, the Game Manager skips navigating to the title stage and remains in the current level. This allows rapid iteration — you can start the game from any level without going through the full title-to-gameplay flow. If save data and unit management are enabled, it loads default save data but overrides position data with the current level’s default spawn point.
Setup

Image showing the Game Manager wrapper entity set as Editor-Only inside Prefab Edit Mode.
- Create an entity and attach the GS_GameManagerComponent (or your extended version).
- Turn the entity into a prefab.
- Enter prefab edit mode. Set the wrapper entity (the parent of your Game Manager entity) to Editor Only. Save the prefab.
- Create Manager prefabs for the systems you need (Save, Stage, Options, or custom managers).
- Add each Manager
.spawnable to the Game Manager’s Startup Managers list in the Entity Inspector. - Push your overrides into the prefab to propagate across all levels.
Place your Game Manager prefab at the top of every level in the Entity Outliner.
The premade manager prefabs for each GS_Play gem are located in that gem’s Assets/Prefabs directory.
Inspector Properties
| Property | Type | Description |
|---|
| Project Prefix | AZStd::string | Sets the project prefix for generated files (e.g. save files). Example: "GS" produces GS_SaveGame.json. |
| Startup Managers | AZStd::vector<SpawnableAssetRef> | The list of Manager prefab spawnables to instantiate on game start. Order does not matter — the two-stage init handles dependencies. |
| Debug Mode | bool | When enabled, the Game Manager stays in the current level instead of navigating to the title stage. Useful for rapid iteration. |
API Reference
Request Bus: GameManagerIncomingEventBus
Commands you send to the Game Manager. This is a singleton bus (Single address, Single handler).
| Method | Parameters | Returns | Description |
|---|
IsInDebug | — | bool | Returns whether debug mode is active. |
IsStarted | — | bool | Returns whether the startup sequence has completed. |
GetProjectPrefix | — | AZStd::string | Returns the configured project prefix string. |
EnterStandby | — | void | Broadcasts standby to all managers, pausing gameplay. |
ExitStandby | — | void | Broadcasts standby exit, resuming gameplay. |
NewGame | — | void | Starts a new game with default save name. |
NewGame | const AZStd::string& saveName | void | Starts a new game with a specified save file name. |
ContinueGame | — | void | Loads the most recent save file and continues. |
LoadGame | const AZStd::string& saveName | void | Loads a specific save file by name. |
ReturnToTitle | — | void | Returns to the title stage, tearing down the current session. |
SaveAndExitGame | — | void | Saves the current game state and exits the application. |
ExitGame | — | void | Exits the application without saving. |
Notification Bus: GameManagerOutgoingEventBus
Events broadcast by the Game Manager that other systems listen to. This is a multiple handler bus — any number of components can subscribe.
| Event | Description |
|---|
OnSetupManagers | Fired when all managers have reported initialized. Managers should now connect to each other. |
OnStartupComplete | Fired when the full startup sequence is complete. Safe to begin gameplay. |
OnShutdownManagers | Fired when the game is shutting down. Managers should clean up. |
OnBeginGame | Fired when a new game or loaded game begins. |
OnEnterStandby | Fired when entering standby mode. Pause your systems. |
OnExitStandby | Fired when exiting standby mode. Resume your systems. |
ScriptCanvas Reflection
These methods are available as ScriptCanvas nodes for visual scripting:
| Node | Description |
|---|
TriggerNewGame | Starts a new game with default save. |
TriggerNewGameWithName(saveName) | Starts a new game with a named save. |
TriggerContinueGame | Continues from the most recent save. |
TriggerLoadGame(saveName) | Loads a specific save file. |
TriggerReturnToTitle | Returns to the title stage. |
TriggerSaveAndExitGame | Saves and exits. |
TriggerExitGame | Exits without saving. |
Local / Virtual Methods
Methods available when extending the Game Manager. Override these to customize behavior.
| Method | Description |
|---|
InitializeManagers() | Spawns the Startup Managers list. Override to add custom spawn logic. |
ProcessFallbackSpawn() | Handles fallback when a manager fails to spawn. |
StartupManagers() | Broadcasts OnStartupManagers. Override to inject logic between init and startup. |
CompleteStartup() | Final processing after startup. Broadcasts OnStartupComplete. |
BeginGame() | Called when transitioning into active gameplay. |
Usage Examples
Starting a New Game from C++
#include <GS_Core/GS_CoreBus.h>
// Start a new game with a named save file
GS_Core::GameManagerIncomingEventBus::Broadcast(
&GS_Core::GameManagerIncomingEventBus::Events::NewGame,
AZStd::string("MySaveFile")
);
Listening for Startup Complete
#include <GS_Core/GS_CoreBus.h>
class MyComponent
: public AZ::Component
, protected GS_Core::GameManagerOutgoingEventBus::Handler
{
protected:
void Activate() override
{
GS_Core::GameManagerOutgoingEventBus::Handler::BusConnect();
}
void Deactivate() override
{
GS_Core::GameManagerOutgoingEventBus::Handler::BusDisconnect();
}
// Called once the game is fully initialized
void OnStartupComplete() override
{
// Safe to access all managers and begin gameplay logic
}
// Called when entering standby (e.g. during level transitions)
void OnEnterStandby() override
{
// Pause your gameplay systems
}
void OnExitStandby() override
{
// Resume your gameplay systems
}
};
Extending the Game Manager
You can extend the Game Manager to add custom startup logic, additional lifecycle events, or project-specific behavior.
#pragma once
#include <GS_Core/GS_CoreBus.h>
#include <Source/Managers/GS_GameManagerComponent.h>
namespace MyProject
{
class MyGameManager : public GS_Core::GS_GameManagerComponent
{
public:
AZ_COMPONENT_DECL(MyGameManager);
static void Reflect(AZ::ReflectContext* context);
protected:
void InitializeManagers() override;
void StartupManagers() override;
void CompleteStartup() override;
void BeginGame() override;
};
}
Implementation (.cpp)
#include "MyGameManager.h"
#include <AzCore/Serialization/SerializeContext.h>
namespace MyProject
{
AZ_COMPONENT_IMPL(MyGameManager, "MyGameManager", "{YOUR-UUID-HERE}");
void MyGameManager::Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<MyGameManager, GS_Core::GS_GameManagerComponent>()
->Version(0);
if (AZ::EditContext* editContext = serializeContext->GetEditContext())
{
editContext->Class<MyGameManager>("My Game Manager", "Custom game manager for MyProject")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Category, "MyProject")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("Game"));
}
}
}
void MyGameManager::InitializeManagers()
{
// Call base to spawn the standard manager list
GS_GameManagerComponent::InitializeManagers();
// Add custom initialization logic here
}
void MyGameManager::StartupManagers()
{
// Call base to handle standard startup
GS_GameManagerComponent::StartupManagers();
}
void MyGameManager::CompleteStartup()
{
// Call base to broadcast OnStartupComplete
GS_GameManagerComponent::CompleteStartup();
// Your post-startup logic here (e.g. connect to analytics, initialize online services)
}
void MyGameManager::BeginGame()
{
GS_GameManagerComponent::BeginGame();
// Custom game start logic
}
}
Module Registration
Register your custom Game Manager in your project’s module:
m_descriptors.insert(m_descriptors.end(), {
MyProject::MyGameManager::CreateDescriptor(),
});
See Also
2 - Manager
The base class for all game system managers — automatic two-stage initialization and lifecycle integration with the Game Manager.

Image showing a Manager prefab with the wrapper entity set as Editor-Only inside Prefab Edit Mode.
Overview
The GS_ManagerComponent is the base class that all game system managers inherit from. It handles the two-stage initialization pattern with the Game Manager automatically, so you can focus on your system’s logic without worrying about startup ordering.
Every built-in GS_Play manager (Save, Stage, Options, UI, Unit, Camera, Audio, Performer) extends this class. When you need a custom game system manager, you extend it too.
How It Works
When the Game Manager spawns its list of manager prefabs, each Manager component goes through this lifecycle:
Activate — The component initializes itself (connects to buses, sets up internal state). When done, it broadcasts OnRegisterManagerInit() to tell the Game Manager it is ready.
OnStartupManagers — Called by the Game Manager after all managers have reported initialized. This is where you connect to other managers and set up cross-references. When done, broadcasts OnRegisterManagerStartup().
OnStartupComplete — The Game Manager broadcasts this after all managers report started up. The game is fully ready.
OnEnterStandby / OnExitStandby — Called when the Game Manager enters or exits standby mode. Pause and resume your subsystem here.
OnShutdownManagers — Called when the game is shutting down. Clean up your subsystem.
The base class handles steps 1-2 automatically — you override them to add your own logic, then call the base implementation to complete the handshake.
Setup

Image showing the Manager wrapper entity set as Editor-Only inside Prefab Edit Mode.
- Create an entity. Attach your Manager component (built-in or custom) to it.
- Configure any properties needed in the Entity Inspector.
- Turn the entity into a prefab.
- Enter prefab edit mode. Set the wrapper entity (parent of your Manager entity) to Editor Only. Save.
- Delete the Manager entity from the level (it will be spawned by the Game Manager at runtime).
- In the Game Manager prefab, add your Manager
.spawnable to the Startup Managers list.
The premade manager prefabs for each GS_Play gem are located in that gem’s Assets/Prefabs directory.
Inspector Properties
The base GS_ManagerComponent exposes no inspector properties of its own. Properties are defined by each inheriting manager component (e.g., the Save Manager exposes a Save System Version Number, the Stage Manager exposes a Stages list).
API Reference
Lifecycle Bus: GameManagerOutgoingEventBus
The Manager base class automatically subscribes to these events from the Game Manager:
| Event | When It Fires | What You Do |
|---|
OnStartupManagers | All managers are initialized | Connect to other managers, set up cross-references, then call base to report. |
OnStartupComplete | All managers are started up | Begin runtime operation. |
OnEnterStandby | Game is entering standby | Pause your subsystem (stop ticks, halt processing). |
OnExitStandby | Game is exiting standby | Resume your subsystem. |
OnShutdownManagers | Game is shutting down | Clean up resources, disconnect buses. |
Registration Methods
These are called internally by the Manager base class to report back to the Game Manager:
| Method | Description |
|---|
OnRegisterManagerInit() | Called at the end of Activate(). Reports to the Game Manager that this manager has initialized. |
OnRegisterManagerStartup() | Called at the end of OnStartupManagers(). Reports to the Game Manager that this manager has started up. |
Usage Examples
Checking if the Game Manager is Ready
#include <GS_Core/GS_CoreBus.h>
bool isStarted = false;
GS_Core::GameManagerIncomingEventBus::BroadcastResult(
isStarted,
&GS_Core::GameManagerIncomingEventBus::Events::IsStarted
);
if (isStarted)
{
// Safe to access all managers
}
Extending the Manager Class
Create a custom manager whenever you need a singleton game system that initializes with the rest of the framework.
#pragma once
#include <Source/Managers/GS_ManagerComponent.h>
// Define your EBus interface for other systems to call your manager
class MyManagerRequests
{
public:
AZ_RTTI(MyManagerRequests, "{YOUR-UUID-HERE}");
virtual ~MyManagerRequests() = default;
virtual int GetSomeValue() = 0;
virtual void DoSomething() = 0;
};
class MyManagerBusTraits : public AZ::EBusTraits
{
public:
static constexpr AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
static constexpr AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
};
using MyManagerRequestBus = AZ::EBus<MyManagerRequests, MyManagerBusTraits>;
namespace MyProject
{
class MyManagerComponent
: public GS_Core::GS_ManagerComponent
, protected MyManagerRequestBus::Handler
{
public:
AZ_COMPONENT_DECL(MyManagerComponent);
static void Reflect(AZ::ReflectContext* context);
protected:
// Manager lifecycle
void Activate() override;
void Deactivate() override;
void OnStartupManagers() override;
void OnEnterStandby() override;
void OnExitStandby() override;
// Your bus implementation
int GetSomeValue() override;
void DoSomething() override;
private:
int m_someValue = 0;
};
}
Implementation (.cpp)
#include "MyManagerComponent.h"
#include <AzCore/Serialization/SerializeContext.h>
namespace MyProject
{
AZ_COMPONENT_IMPL(MyManagerComponent, "MyManagerComponent", "{YOUR-UUID-HERE}");
void MyManagerComponent::Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<MyManagerComponent, GS_Core::GS_ManagerComponent>()
->Version(0)
->Field("SomeValue", &MyManagerComponent::m_someValue);
if (AZ::EditContext* editContext = serializeContext->GetEditContext())
{
editContext->Class<MyManagerComponent>("My Manager", "A custom game system manager")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Category, "MyProject")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("Game"))
->DataElement(AZ::Edit::UIHandlers::Default,
&MyManagerComponent::m_someValue, "Some Value", "Description of this property");
}
}
}
void MyManagerComponent::Activate()
{
// Connect your bus
MyManagerRequestBus::Handler::BusConnect();
// IMPORTANT: Call base Activate last — it reports OnRegisterManagerInit()
GS_ManagerComponent::Activate();
}
void MyManagerComponent::Deactivate()
{
MyManagerRequestBus::Handler::BusDisconnect();
GS_ManagerComponent::Deactivate();
}
void MyManagerComponent::OnStartupManagers()
{
// Access other managers here — they are all initialized by now
// Example: query the Save Manager, connect to the Stage Manager, etc.
// IMPORTANT: Call base last — it reports OnRegisterManagerStartup()
GS_ManagerComponent::OnStartupManagers();
}
void MyManagerComponent::OnEnterStandby()
{
// Pause your subsystem
}
void MyManagerComponent::OnExitStandby()
{
// Resume your subsystem
}
int MyManagerComponent::GetSomeValue()
{
return m_someValue;
}
void MyManagerComponent::DoSomething()
{
// Your game system logic
}
}
Module Registration
m_descriptors.insert(m_descriptors.end(), {
MyProject::MyManagerComponent::CreateDescriptor(),
});
Then create a prefab for your manager and add it to the Game Manager’s Startup Managers list.
See Also