Action
The base class for triggerable actions — channel-based firing, completion broadcasting, and action chaining for lightweight behavior sequencing.
The base class for triggerable actions — channel-based firing, completion broadcasting, and action chaining for lightweight behavior sequencing.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
The top-level game lifecycle controller — startup sequencing, systemic navigation, standby mode, and debug support.
Pre-built saver components included in GS_Core — ready-to-use entity persistence without writing code.
The singleton options controller — holds the active Input Profile and provides runtime configuration data to game systems.
The central save/load controller — manages save files, triggers global persistence events, and provides data access for all savers.
Setting up the gem.
The singleton level controller — manages a list of stages, handles level loading/unloading, and coordinates staged startup with the Stage Data component.
The base class for entity-level save handlers — override BuildSaveData() and ProcessLoad() to persist any component data automatically.
The per-level anchor component — holds stage configuration, NavMesh references, and runs the level’s staged activation sequence.
Lightweight key-value progression tracking — store and retrieve named integer records without writing a custom saver.
Data assets for input binding configuration — map key bindings to named events, organized into toggleable groups for advanced runtime input control.
The input subsystem — Input Profiles for grouped event-to-binding mappings and Input Readers for processing input in gameplay.
The foundation gem for the GS_Play framework — game lifecycle, save system, stage management, input, actions, and utility libraries.
The game lifecycle management system — startup sequencing, systemic navigation, and the extensible manager pattern.
The base class for all game system managers — automatic two-stage initialization and lifecycle integration with the Game Manager.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
The persistence system — save files, load data, and track progression with managers, savers, and record keepers.
The level navigation system — handles loading, unloading, and staged startup of game levels with exit point traversal.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
The configuration system — input profiles, input readers, and runtime settings management for gameplay and accessibility.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
Random utilities — weighted random selection and deterministic random value generation for procedural and gameplay systems.
A collection of utility libraries — easing curves, spring dampers, physics trigger volumes, gradients, and entity helpers.
A utility system for triggerable single-purpose actions — fire discrete behaviors from any system without recoding logic for each component.
Starter template files for creating custom GS_Core components — C++ classes and Script Graph files for managers, savers, stage data, and actions.
Pre-built actions included in GS_Core — ready-to-use triggerable behaviors for common game functionality.