Avatar Performer
How to work with GS_Play avatar performers.
How to work with GS_Play avatar performers.
How to work with GS_Play avatar performers — 3D pipeline, animation, equipment.
How to work with GS_Play equipment — typed equipment slots with visual integration via GS_Performer skin slots.
How to work with GS_Play skin slots — modular character appearance with swappable actor meshes and materials.
Billboard and 3D character entity types — PaperFacingHandlerComponent for 2.5D rendering and the Avatar pipeline for rigged EMotionFX characters.
How to work with GS_Play paper performers — billboard-style 2.5D character rendering with camera-aware facing.
The character rendering entity types in GS_Performer — billboard 2.5D paper performers and fully-rigged 3D avatar performers.
Universal capabilities for any performer entity — procedural head tracking, typewriter-synchronized babble, and mesh swapping.
Inventory and equipment systems for GS_Play — container-based item storage, slot management, stacking, and visual equipment integration with GS_Performer.
Data-driven inventory containers and equipment slot management for collectible, usable, and equippable items in GS_Play projects.
Universal capabilities that extend any performer type — modular equipment via skin slots, and velocity-driven animation via locomotion.
Character rendering and animation for GS_Play — modular skin slots, billboard 2.5D rendering, and velocity-driven locomotion parameters.
RPG statistics and status effect systems for GS_Play — timed and permanent modifiers that alter entity stats and drive reactive gameplay behavior.
The character and entity control system — unit registration, player and AI controllers, input processing, and modular movement.
Character and entity control — unit lifecycle, player and AI controllers, input processing, movement, and grounding.