GS_Unit
Not yet publishedCharacter controllers, movers and grounders.
In development See what it does
Player controllers, AI controllers, movement systems, and input handling
Possess and control units with player or AI controllers. The Unit Manager coordinates spawning, possession changes, and standby states. Switch between characters at runtime or build AI-controlled NPCs.
Multiple mover types for different gameplay needs. Free 3D movement for flying/swimming. Slide movers for surface-constrained movement. Physics movers for realistic collision response. Extend the base for your custom movement.
Decouple input from movement logic. Input Readers capture raw input. Input Data stores the processed state. Input Reactors convert input to movement vectors. Works with keyboard, gamepad, and custom input sources.
Detect and respond to ground surfaces. Physics raycast grounding for reliable surface detection. Movement influences for environmental effects like wind, conveyor belts, or water currents. Global and field-based influences.
19 components
Management: UnitManager, UnitComponent
Controllers: PlayerController, AIController, UnitController base
Movement: 3 mover types, MoverContext
Input: InputData, InputReader, 2 reactor types
Grounding: 2 grounder types
Influence: Global and field-based movement influences
Required: GS_Core only
Minimal dependencies. Pure O3DE integration.
Request Buses: Unit manager, unit control, possession management
Notification Buses: Possession events, standby transitions
Fully event-driven architecture.
Movement Profiles: GS_UnitMovementProfile assets
Reusable movement parameters for consistent character feel.
Player controller with input handling and movement. Switch between units at runtime. Build party systems or character-swapping mechanics with the possession system.
AI controller foundation ready for your behavior systems. Units work the same whether player-controlled or AI-driven. Consistent architecture for all characters.
Extend the base mover for custom movement types. Create specialized input reactors. Build game-specific controllers. The architecture supports your unique gameplay.
From simple walkers to complex physics-based movement — GS_Unit handles the control layer so you can focus on gameplay.
Character controllers, movers and grounders.
In development See what it does