<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Input on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/categories/input/</link><description>Recent content in Input on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/categories/input/index.xml" rel="self" type="application/rss+xml"/><item><title>Input Data</title><link>https://gsplay.genomestudios.ca/docs/the_basics/unit/input/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/unit/input/</guid><description>&lt;p&gt;The Input Data system is the pipeline that converts raw hardware signals into structured intent your movement code can consume. It sits between the active input profile and the mover stack, so controllers, movement components, and action systems all read from a single consistent source rather than polling hardware directly. Swapping input profiles at runtime — for remapping, controller switching, or accessibility options — requires no change to any downstream component.&lt;/p&gt;</description></item><item><title>Options &amp; Input</title><link>https://gsplay.genomestudios.ca/docs/the_basics/core/gs_options/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/core/gs_options/</guid><description>&lt;p&gt;The Options system manages player-facing configuration and input handling. Its primary feature is the Input Profile system, which provides group-based input binding management that can be toggled at runtime without code changes.&lt;/p&gt;
&lt;p&gt;For architecture details, component properties, and extension patterns, see the &lt;a href="../../../framework/core/gs_options/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://gsplay.genomestudios.ca/images/core/OptionsManager.png" alt="Options Manager component in the O3DE Inspector"&gt;&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#options-manager"&gt;Options Manager&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#input-profiles"&gt;Input Profiles&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#input-groups"&gt;Enabling and Disabling Input Groups&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#input-flow"&gt;How Input Flows&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#quick-reference"&gt;Quick Reference&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#glossary"&gt;Glossary&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="options-manager"&gt;Options Manager&lt;/h2&gt;
&lt;p&gt;The Options Manager is a singleton that holds the active Input Profile and makes it available to all Input Reader components. It responds to the Game Manager lifecycle automatically.&lt;/p&gt;</description></item><item><title>GS_Unit</title><link>https://gsplay.genomestudios.ca/docs/the_basics/unit/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/unit/</guid><description>&lt;p&gt;GS_Unit is the complete character control system for GS_Play. It handles how entities are registered as controllable units, which controller possesses each unit, how raw player input is captured and converted into intent, and how that intent is translated into physical movement through a modular stack of movers, grounders, and influence fields.&lt;/p&gt;
&lt;p&gt;For architecture details, component properties, and extending the system in C++, see the &lt;a href="../../framework/unit/"&gt;GS_Unit API&lt;/a&gt;.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="quick-navigation"&gt;Quick Navigation&lt;/h2&gt;
&lt;table&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;I want to…&lt;/th&gt;
 &lt;th&gt;Feature&lt;/th&gt;
 &lt;th&gt;API&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;Register units, track active controllers, or spawn units at runtime&lt;/td&gt;
 &lt;td&gt;&lt;a href="#unit-manager"&gt;Unit Manager&lt;/a&gt;&lt;/td&gt;
 &lt;td&gt;&lt;a href="../../framework/unit/unit_manager/"&gt;API&lt;/a&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Possess and release units with player or AI controllers&lt;/td&gt;
 &lt;td&gt;&lt;a href="#controllers"&gt;Controllers&lt;/a&gt;&lt;/td&gt;
 &lt;td&gt;&lt;a href="../../framework/unit/unit_controllers/"&gt;API&lt;/a&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Capture raw input and convert it into structured movement intent&lt;/td&gt;
 &lt;td&gt;&lt;a href="#input-data"&gt;Input Data&lt;/a&gt;&lt;/td&gt;
 &lt;td&gt;&lt;a href="../../framework/unit/input_data/"&gt;API&lt;/a&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Move characters with movers, grounders, and movement influence fields&lt;/td&gt;
 &lt;td&gt;&lt;a href="#movement"&gt;Movement&lt;/a&gt;&lt;/td&gt;
 &lt;td&gt;&lt;a href="../../framework/unit/units/"&gt;API&lt;/a&gt;&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;
&lt;hr&gt;
&lt;h2 id="installation"&gt;Installation&lt;/h2&gt;
&lt;p&gt;GS_Unit requires GS_Core. Add both gems to your project before using any Unit components.&lt;/p&gt;</description></item></channel></rss>