<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Performer on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/categories/performer/</link><description>Recent content in Performer on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/categories/performer/index.xml" rel="self" type="application/rss+xml"/><item><title>Performer Manager &amp; Skin Slots</title><link>https://gsplay.genomestudios.ca/docs/framework/performer/performer_manager/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/performer/performer_manager/</guid><description>&lt;p&gt;The Performer Manager and Skin Slot system provide modular character appearance management at runtime. The manager handles global performer registration and lookup. Skin slots define individual mesh/material combinations that can be swapped independently, enabling runtime costume and equipment changes.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../the_basics/performer/"&gt;The Basics: GS_Performer&lt;/a&gt;.&lt;/p&gt;


&lt;div class="alert alert-warning" role="alert"&gt;


 GS_Performer is in Early Development. Full support planned soon: 2026.

&lt;/div&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="#manager"&gt;GS_PerformerManagerComponent&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#skin-slots"&gt;Skin Slot System&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#locomotion"&gt;VelocityLocomotionHookComponent&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#reloader"&gt;PrefabAnimAssetsReloaderComponent&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#setup"&gt;Setup&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#extension"&gt;Extension Guide&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="manager"&gt;GS_PerformerManagerComponent&lt;/h2&gt;
&lt;p&gt;Singleton manager extending &lt;code&gt;GS_ManagerComponent&lt;/code&gt;. Handles global performer registration, coordinates skin slot configuration across the level, and provides performer lookup.&lt;/p&gt;</description></item><item><title>Locomotion</title><link>https://gsplay.genomestudios.ca/docs/framework/performer/performer_features/mesh_swap/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/performer/performer_features/mesh_swap/</guid><description>&lt;p&gt;The Locomotion system bridges entity movement to animation. The VelocityLocomotionHookComponent samples entity velocity each tick and pushes values into the EMotionFX animation graph, driving blend trees without manual parameter management. The PrefabAnimAssetsReloaderComponent supports hot-reloading animation assets during development.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../the_basics/performer/"&gt;The Basics: GS_Performer&lt;/a&gt;.&lt;/p&gt;


&lt;div class="alert alert-warning" role="alert"&gt;


 GS_Performer is in Early Development. Full support planned soon: 2026.

&lt;/div&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="#locomotion-hook"&gt;VelocityLocomotionHookComponent&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#reloader"&gt;PrefabAnimAssetsReloaderComponent&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#setup"&gt;Setup&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="locomotion-hook"&gt;VelocityLocomotionHookComponent&lt;/h2&gt;
&lt;p&gt;Reads the entity&amp;rsquo;s current velocity each tick and writes locomotion parameters (speed, direction) to the EMotionFX animation graph. This drives blend trees automatically — characters walk, run, and idle based on their actual movement speed.&lt;/p&gt;</description></item><item><title>Head Tracking</title><link>https://gsplay.genomestudios.ca/docs/framework/performer/performer_features/head_tracking/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/performer/performer_features/head_tracking/</guid><description>&lt;p&gt;The Head Tracking system provides procedural head look-at targeting for performer entities. It drives bone orientation toward a world-space target using configurable angle limits and spring damping, enabling characters to naturally track targets, speakers, or points of interest.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../the_basics/performer/"&gt;The Basics: GS_Performer&lt;/a&gt;.&lt;/p&gt;


&lt;div class="alert alert-warning" role="alert"&gt;


 GS_Performer is in Early Development. Full support planned soon: 2026.

&lt;/div&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="#how-it-works"&gt;How It Works&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#setup"&gt;Setup&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="how-it-works"&gt;How It Works&lt;/h2&gt;
&lt;p&gt;The head tracking component reads the target position each tick and computes the desired bone rotation to face it. The rotation is clamped to configurable angle limits (horizontal and vertical) and smoothed via spring damping to avoid snapping.&lt;/p&gt;</description></item><item><title>Performer Manager</title><link>https://gsplay.genomestudios.ca/docs/the_basics/performer/performer_manager/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/performer/performer_manager/</guid><description>&lt;p&gt;The Performer Manager is the singleton controller for the performer system. It tracks all active performers in the scene, handles registration and lookup, and responds to the Game Manager&amp;rsquo;s lifecycle events automatically.&lt;/p&gt;
&lt;p&gt;For component properties and API details, see the &lt;a href="../../../framework/performer/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://gsplay.genomestudios.ca/images/performer/PerformerManagerComponent.png" alt="PerformerManager 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="#how-it-works"&gt;How It Works&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="how-it-works"&gt;How It Works&lt;/h2&gt;
&lt;p&gt;Performers register with the Performer Manager when they activate. The manager provides lookup by name so that other systems — dialogue, cinematics, AI — can find performers without maintaining their own references.&lt;/p&gt;</description></item><item><title>Avatar Performer</title><link>https://gsplay.genomestudios.ca/docs/framework/performer/performers/avatar_performer/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/performer/performers/avatar_performer/</guid><description>&lt;div class="alert alert-warning" role="alert"&gt;


 Avatar Performer Under Construction

&lt;/div&gt;

&lt;hr&gt;
&lt;h2 id="product-page"&gt;Get GS_Performer&lt;/h2&gt;
&lt;p&gt;&lt;a href="https://gsplay.genomestudios.ca/products/gs_performer/"&gt;GS_Performer&lt;/a&gt; — Explore this gem on the product page and add it to your project.&lt;/p&gt;</description></item><item><title>Avatar Performer</title><link>https://gsplay.genomestudios.ca/docs/the_basics/performer/performers/avatar_performer/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/performer/performers/avatar_performer/</guid><description>&lt;div class="alert alert-warning" role="alert"&gt;


 Avatar Performer Under Construction

&lt;/div&gt;

&lt;hr&gt;
&lt;h2 id="product-page"&gt;Get GS_Performer&lt;/h2&gt;
&lt;p&gt;&lt;a href="https://gsplay.genomestudios.ca/products/gs_performer/"&gt;GS_Performer&lt;/a&gt; — Explore this gem on the product page and add it to your project.&lt;/p&gt;</description></item><item><title>Babble</title><link>https://gsplay.genomestudios.ca/docs/framework/performer/performer_features/babble/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/performer/performer_features/babble/</guid><description>&lt;p&gt;The Babble system generates procedural vocalization tones synchronized to the dialogue Typewriter output. Each speaker can have unique babble tone events that fire with each character reveal, creating the characteristic &amp;ldquo;character voice&amp;rdquo; effect used in games like Animal Crossing or Undertale.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../the_basics/performer/"&gt;The Basics: GS_Performer&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://gsplay.genomestudios.ca/images/performer/BabbleComponent.png" alt="Babble component in the O3DE Inspector"&gt;&lt;/p&gt;


&lt;div class="alert alert-warning" role="alert"&gt;


 GS_Performer is in Early Development. Full support planned soon: 2026.

&lt;/div&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="#babble"&gt;BabbleComponent&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#data"&gt;Data Types&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#how-it-works"&gt;How It Works&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="babble"&gt;BabbleComponent&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Bus:&lt;/strong&gt; BabbleRequestBus (ById)&lt;/p&gt;</description></item><item><title>Skin Slots</title><link>https://gsplay.genomestudios.ca/docs/the_basics/performer/performer_features/skin_slots/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/performer/performer_features/skin_slots/</guid><description>&lt;p&gt;The Skin Slot system provides modular character appearance. Each slot represents an equipment position on a character (head, body, arms, weapon) and holds an actor mesh with its materials. The Skin Slot Handler manages the full collection of slots for a character, enabling runtime equipment swapping through data changes rather than entity restructuring.&lt;/p&gt;
&lt;p&gt;For component properties and data structures, see the &lt;a href="../../../framework/performer/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://gsplay.genomestudios.ca/images/performer/SkinSlotProfile.png" alt="Skin Slot Configuration Profile in the O3DE Asset Editor"&gt;&lt;/p&gt;</description></item><item><title>Performers</title><link>https://gsplay.genomestudios.ca/docs/framework/performer/performers/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/performer/performers/</guid><description>&lt;p&gt;The Performers sub-system defines the character entity types in GS_Performer. Each type encapsulates a complete rendering strategy — from the lightweight billboard paper performer to the full 3D avatar pipeline integrating EMotionFX, skin slots, and locomotion.&lt;/p&gt;
&lt;p&gt;The performer type determines the fundamental visual structure of the character entity. &lt;a href="../performer_features/"&gt;Performer Features&lt;/a&gt; then layer onto it, independent of type.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../the_basics/performer/performers/"&gt;The Basics: Performers&lt;/a&gt;.&lt;/p&gt;


&lt;div class="alert alert-warning" role="alert"&gt;


 GS_Performer is in Early Development. Full support planned soon: 2026.

&lt;/div&gt;

&lt;p&gt; &lt;/p&gt;</description></item><item><title>Paper Performer</title><link>https://gsplay.genomestudios.ca/docs/framework/performer/performers/paper_performer/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/performer/performers/paper_performer/</guid><description>&lt;p&gt;The Paper Performer system provides billboard-based character rendering for 2.5D and top-down games. Facing handler components keep sprite quads oriented toward the camera or a configurable facing target each tick.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../../the_basics/performer/performers/paper_performer/"&gt;The Basics: GS_Performer&lt;/a&gt;.&lt;/p&gt;


&lt;div class="alert alert-warning" role="alert"&gt;


 GS_Performer is in Early Development. Full support planned soon: 2026.

&lt;/div&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="#base"&gt;PaperFacingHandlerBaseComponent&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#concrete"&gt;PaperFacingHandlerComponent&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#camera-aware"&gt;Camera-Aware Variant&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#extension"&gt;Extension Guide&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="base"&gt;PaperFacingHandlerBaseComponent&lt;/h2&gt;
&lt;p&gt;Abstract base component for billboard facing logic. Extend this to implement custom facing strategies (face camera, face movement direction, face target entity).&lt;/p&gt;</description></item><item><title>Paper Performer</title><link>https://gsplay.genomestudios.ca/docs/the_basics/performer/performers/paper_performer/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/performer/performers/paper_performer/</guid><description>&lt;p&gt;The Paper Performer system provides billboard-style character rendering for 2.5D games. The Paper Facing Handler rotates sprite-based characters to always face the active camera while maintaining proper orientation relative to movement direction. This prevents the visual artifacts that occur when a flat sprite is viewed from the side.&lt;/p&gt;
&lt;p&gt;For component properties and the facing algorithm, see the &lt;a href="../../../../framework/performer/performers/paper_performer/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;


&lt;div class="alert alert-warning" role="alert"&gt;


 GS_Performer is in Early Development. Full support planned soon: 2026.

&lt;/div&gt;

&lt;p&gt; &lt;/p&gt;</description></item><item><title>Performers</title><link>https://gsplay.genomestudios.ca/docs/the_basics/performer/performers/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/performer/performers/</guid><description>&lt;p&gt;Performers are the character entity types in GS_Performer. Each type defines how a character&amp;rsquo;s visual layer is structured and rendered — whether a flat sprite quad that rotates to face the camera, or a fully-rigged 3D mesh driven by EMotionFX. Choose the performer type that fits your character pipeline, then add &lt;a href="../performer_features/"&gt;Performer Features&lt;/a&gt; to layer in additional capabilities.&lt;/p&gt;
&lt;p&gt;For component details and C++ extension, see the &lt;a href="../../../framework/performer/performers/"&gt;Framework API: Performers&lt;/a&gt;.&lt;/p&gt;


&lt;div class="alert alert-warning" role="alert"&gt;


 GS_Performer is in Early Development. Full support planned soon: 2026.

&lt;/div&gt;

&lt;hr&gt;
&lt;h2 id="paper-performer"&gt;Paper Performer&lt;/h2&gt;
&lt;p&gt;The Paper Performer is a billboard-based character type for 2.5D and top-down games. The &lt;strong&gt;PaperFacingHandlerComponent&lt;/strong&gt; orients the entity&amp;rsquo;s sprite quad toward the active camera each frame, accounting for movement direction to prevent visual artifacts. It is the simplest performer type — lightweight, with no animation graph required.&lt;/p&gt;</description></item><item><title>Locomotion</title><link>https://gsplay.genomestudios.ca/docs/the_basics/performer/performer_features/locomotion/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/performer/performer_features/locomotion/</guid><description>&lt;p&gt;The Velocity Locomotion Hook automatically drives animation blend parameters from an entity&amp;rsquo;s velocity. Instead of manually scripting animation state transitions, you attach this component and it reads the entity&amp;rsquo;s physics velocity each frame, writing the appropriate blend values to the animation system.&lt;/p&gt;
&lt;p&gt;For component properties, see the &lt;a href="../../../framework/performer/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://gsplay.genomestudios.ca/images/unit/VelocityLocomotionHook.png" alt="Velocity Locomotion Hook 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="#how-it-works"&gt;How It Works&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#when-to-use"&gt;When to Use&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="how-it-works"&gt;How It Works&lt;/h2&gt;
&lt;p&gt;The &lt;strong&gt;VelocityLocomotionHookComponent&lt;/strong&gt; runs on the tick bus. Each frame it:&lt;/p&gt;</description></item><item><title>Performer Features</title><link>https://gsplay.genomestudios.ca/docs/framework/performer/performer_features/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/performer/performer_features/</guid><description>&lt;p&gt;Performer Features are components that apply to any performer entity, independent of performer type. They represent capabilities that layer onto the character rather than define it — procedural bone targeting via head tracking, typewriter-synchronized vocalization via babble, and runtime mesh swapping.&lt;/p&gt;
&lt;p&gt;The performer type (Paper or Avatar) defines the character&amp;rsquo;s rendering pipeline. Performer Features extend what that character can do within it.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../the_basics/performer/performer_features/"&gt;The Basics: Performer Features&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Performer Features</title><link>https://gsplay.genomestudios.ca/docs/the_basics/performer/performer_features/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/performer/performer_features/</guid><description>&lt;p&gt;Performer Features are components that layer onto any performer entity, regardless of type. They are not tied to how a character is rendered — they extend what any performer can do. Skin Slots give any character modular equipment slots. Locomotion connects physics movement to the animation graph automatically.&lt;/p&gt;
&lt;p&gt;For component details and C++ extension, see the &lt;a href="../../../framework/performer/performer_features/"&gt;Framework API: Performer Features&lt;/a&gt;.&lt;/p&gt;


&lt;div class="alert alert-warning" role="alert"&gt;


 GS_Performer is in Early Development. Full support planned soon: 2026.

&lt;/div&gt;

&lt;hr&gt;
&lt;h2 id="skin-slots"&gt;Skin Slots&lt;/h2&gt;
&lt;p&gt;The Skin Slot system provides modular equipment and appearance management. Each &lt;strong&gt;PerformerSkinSlotComponent&lt;/strong&gt; represents one equipment position on the character — helm, chest, weapon — holding a swappable actor mesh and material set. The &lt;strong&gt;SkinSlotHandlerComponent&lt;/strong&gt; coordinates all slots on a character and supports preset profiles for NPC archetypes or full equipment sets.&lt;/p&gt;</description></item><item><title>GS_Performer</title><link>https://gsplay.genomestudios.ca/docs/the_basics/performer/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/performer/</guid><description>&lt;p&gt;GS_Performer is the character presentation layer for GS_Play. It handles the visual side of any entity that needs to look like a character — whether that is a fully-rigged 3D mesh swapping equipment, a sprite-based billboard character, or an animated unit whose blend parameters track real movement velocity. GS_Performer sits above GS_Unit and GS_Core, consuming movement and game state events to keep visual output in sync with gameplay.&lt;/p&gt;
&lt;p&gt;For architecture details, component properties, and extending the system in C++, see the &lt;a href="../../framework/performer/"&gt;GS_Performer API&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>GS_Performer</title><link>https://gsplay.genomestudios.ca/docs/framework/performer/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/performer/</guid><description>&lt;p&gt;GS_Performer is the character rendering and presentation gem for GS_Play. It provides a slot-based skinning system for composing modular character appearances at runtime, a paper (billboard) performer system for 2.5D and top-down projects, velocity-driven locomotion parameter hooks, head tracking, and audio babble. The gem depends on GS_Core and integrates optionally with EMotionFX and GS_Unit.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../the_basics/performer/"&gt;The Basics: GS_Performer&lt;/a&gt;.&lt;/p&gt;


&lt;div class="alert alert-warning" role="alert"&gt;


 GS_Performer is in Early Development. Full support planned soon: 2026.

&lt;/div&gt;

&lt;p&gt; &lt;/p&gt;</description></item></channel></rss>