GS_Performer
Not yet publishedPaper performers, skin slots and locomotion.
In development See what it does
From paper-style performers to modular character customization
2.5D characters that always face the camera. Perfect for stylized games, retro aesthetics, or reducing animation complexity. Automatic billboard rotation with configurable facing behavior.
Slot-based character customization system. Swap heads, bodies, weapons, and accessories at runtime. Build character creators or equipment visualization without rebuilding entire meshes.
Velocity-driven locomotion for your animators. Expose movement velocity to animation graphs. Blend states based on character speed and direction. Bridge the gap between GS_Unit movement and your animation system.
Character visual systems
Paper: Paper performer, camera facing handlers
Customization: Skin slot system, part swapping
Animation: Locomotion hooks, velocity output
Required: GS_Core
Animation: EMotionFX (for locomotion)
Optional: GS_Unit (for movement integration)
Performer Control: Paper facing, skin swapping
Locomotion: Velocity queries, state updates
Works seamlessly with GS_Unit and GS_PhantomCam.
Skin Parts: Prefab-based character parts
Facing Profiles: Camera facing behavior configs
Paper performers for stylized 2.5D games. Modular skins for character customization. Locomotion hooks for realistic animation. The visual layer adapts to your art style.
Swap character parts at runtime. Build character creators. Visualize equipment changes. No need to rebuild entire characters for cosmetic changes.
Locomotion hooks expose movement data to your animation system. Blend walk/run/idle based on actual velocity. Bridge gameplay and animation cleanly.
From retro paper-style to modern modular customization — GS_Performer handles the visual layer.
Paper performers, skin slots and locomotion.
In development See what it does