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.
How to open the Unit Action Graph editor, author parallel behavior layers, set up states and transitions, and add conditions.
Hierarchical finite state machine editor for authoring character behavior with parallel layers, transitions, and conditions.
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.