Input Data
How to work with the GS_Unit input pipeline — reading player input, converting keyboard and joystick signals into movement vectors, and chaining input reactors.
How to work with the GS_Unit input pipeline — reading player input, converting keyboard and joystick signals into movement vectors, and chaining input reactors.
How to work with the GS_Play options system — input profiles, input groups, and runtime binding management.
The character and entity control system — unit registration, player and AI controllers, input processing, and modular movement.