3D Free Grounder
Raycast-based grounder for standard 3D locomotion — detects ground contact with coyote time, applies manual gravity when airborne, switches to Slide mode on steep slopes.
Raycast-based grounder for standard 3D locomotion — detects ground contact with coyote time, applies manual gravity when airborne, switches to Slide mode on steep slopes.
Standard 3D locomotion — camera-relative movement and rotation driven by spring-damped physics, with optional slope slowdown.
The complete movement subsystem — movers, grounders, movement influence, and the movement profile asset for configuring unit locomotion.
The central movement hub — transforms raw input into camera-relative and ground-projected vectors, manages mode switching, context states, and movement profiles.
The central manager for unit lifecycle — spawning, registration, standby coordination, and unit tracking across the game session.
Base and concrete reactor components — convert unit input state into pressed/held/released events or axis changes for movement and actions.
Mover base class and concrete mover components — translate MoverContext input into physics-based unit motion via named mode activation.
Slope-sliding locomotion — automatically activated when slope exceeds maxWalkAngle, drives the unit down the slope via spring-damped physics with optional input resistance and automatic recovery.
The controller-unit possession model — base controller, player controller, and AI controller components for driving unit behavior.
Aim-relative strafing movement for first-person and third-person units. Not yet implemented.
Grounder base class and concrete grounder components — detect ground contact, compute ground normals and slope data, and drive mode switching on the MoverContext.
The decoupled input pipeline — reading hardware events on the controller, storing state on the unit, and reacting to state changes through reactor components.
Controller-side component that reads hardware input events and routes them to the possessed unit’s input data component.
What makes an entity a unit — the GS_UnitComponent, entity configuration, collision setup, and links to movement subsystems.
2D side-scrolling movement constrained to a horizontal plane. Not yet implemented.
How to work with the GS_Unit manager — spawning units, registering player controllers, and coordinating standby across all controlled characters.
How to work with GS_Unit controllers — the possession model, player and AI controller setup, and switching control at runtime.
Tile-based grid movement for turn-based or grid-locked unit locomotion. Not yet implemented.
Movement state coordinator for GS_Unit — manages movement modes, context states, input axis transformation, and movement profile priority.
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 GS_Unit movement — mover types, mover context, grounders, movement profiles, and influence fields.
What makes an entity a unit — the GS_UnitComponent, entity configuration, collision setup, possession, standby, and movement.
The character and entity control system — unit registration, player and AI controllers, input processing, and modular movement.
Character and entity control — unit lifecycle, player and AI controllers, input processing, movement, and grounding.
ClassWizard templates for GS_Unit — unit controllers, input reactors, mover components, and grounder components.