<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Controllers on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/categories/controllers/</link><description>Recent content in Controllers on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/categories/controllers/index.xml" rel="self" type="application/rss+xml"/><item><title>Controllers</title><link>https://gsplay.genomestudios.ca/docs/the_basics/unit/controllers/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/unit/controllers/</guid><description>&lt;p&gt;Controllers are the possession layer of GS_Unit. A controller is the intelligence — human input or AI logic — that owns and drives a unit at any given moment. Because both player and AI controllers share the same possession interface, your unit entities do not need to know what is controlling them, and swapping control at runtime requires no special-casing.&lt;/p&gt;
&lt;p&gt;For architecture details, component properties, and extending the system in C++, see the &lt;a href="../../../framework/unit/unit_controllers/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;</description></item></channel></rss>