Performer Manager & Skin Slots
Performer manager lifecycle, skin slot system for modular character appearance, and config profile assets.
Performer manager lifecycle, skin slot system for modular character appearance, and config profile assets.
Velocity-driven animation hooks and prefab animation asset reloading for performer entities.
Procedural head look-at targeting — drives bone orientation toward a world-space target with configurable angle limits and damping.
How to work with the GS_Play Performer Manager — performer registration and lifecycle.
How to work with GS_Play avatar performers.
How to work with GS_Play avatar performers — 3D pipeline, animation, equipment.
Audio babble synchronized to dialogue typewriter output — procedural vocalization tones keyed to speaker identity.
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.
Billboard-based character rendering — paper facing handlers that orient sprite quads toward the camera.
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.
How to work with GS_Play velocity locomotion — automatic animation parameter driving from entity velocity.
Universal capabilities for any performer entity — procedural head tracking, typewriter-synchronized babble, and mesh swapping.
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.
Modular character rendering via skin slots, paper billboard performers, velocity-driven locomotion, head tracking, and audio babble integration.