GS_UI
Not yet publishedPage navigation, buttons and motion-driven UI animation.
In development See what it does
Structured navigation that scales from prototypes to production
UIManager → Page. A flat, recursive page hierarchy where every page can be a root canvas, a nested child, or both. Navigate forward, back, and across canvases with a unified API — no hub or window layers to manage.
Gamepad and keyboard navigation with automatic routing. Focus states, hover effects, and visual feedback. Built on LyShine's interactable system with GS extensions for animated state transitions.
Specialized components for the UI patterns every game needs. Loading screens that coordinate with stage transitions. Pause menus that integrate with game state. Ready-to-use, fully customizable.
Asset-based animation via the GS_Motion extension. Author reusable .uiam motion assets in the editor and attach them directly to page show, hide, and loop transitions — or play them on demand from Script Canvas.
Single-tier page navigation framework
Navigation: GS_UIPageComponent, GS_UIManagerComponent
Interaction: GS_ButtonComponent, GS_UIInputInterceptorComponent
Specialized: GS_LoadScreenComponent, PauseMenuComponent
Animation: UiAnimationMotionComponent, UiAnimationMotionAsset (.uiam)
Required: GS_Core, LyShine, LmbrCentral
Built directly on O3DE’s LyShine UI system. GS_Motion (from GS_Core) powers the animation system.
Request Buses: UIManager, UIPage, LoadScreen, PauseMenu, Button
Notification Buses: UIPage events, Input notifications
Full EBus integration for C++ and Script Canvas.
Animation Assets: UiAnimationMotionAsset (.uiam) — reusable motion data for transitions and effects
Prefabs: GS_UIManager.prefab, canvas templates
Reusable UI templates and motion assets.
Use the prefab manager and load screen templates to get UI running immediately. The flat page hierarchy keeps simple HUDs simple while scaling naturally to complex menus.
Build deeply nested menus with animated transitions on every page. Focus routing, NavigationReturnPolicy, and cross-canvas navigation mean the system handles the complexity so you don’t have to.
Works with mouse, keyboard, and gamepad out of the box. The input interceptor handles focus routing and the button system navigates menus naturally — without fighting the input system.
From simple HUDs to complex menu systems — GS_UI gives you the structure to make great interfaces.
Page navigation, buttons and motion-driven UI animation.
In development See what it does