Framework API

Component references, EBus interfaces, and extension guides for the full GS_Play framework.

This section contains the full technical reference for every GS_Play gem — component properties, EBus request and notification interfaces, extension patterns, internal architecture, and code examples.

If you are looking for a scripting-level introduction or editor setup guides, see The Basics section first.


How This Section Is Organized

Each gem section follows a layered structure:

Gem overview page — Technical summary of the gem’s architecture, a table of feature sets with component listings, and installation notes.

Feature set pages — One page per sub-system (e.g., GS_Save, GS_StageManager). Each covers:

  • Architectural overview and core design pattern.
  • Component and class index with purpose descriptions.
  • Extension and customization guidance.
  • Links to The Basics for editor-level usage.

Class and component pages — One page per major class or component. Each covers:

  • Inspector properties and configuration.
  • EBus request and notification interfaces with method signatures.
  • Virtual methods for subclassing.
  • Code examples for common use cases.

Pages in this section assume familiarity with O3DE concepts (components, EBuses, SerializeContext). If you need a gentler introduction, start with the corresponding page in The Basics — every Framework API page links back to its Basics counterpart.


Sections


GS_Core

The foundation gem for the GS_Play framework — game lifecycle, save system, stage management, input, actions, motion animation system, and utility libraries.

GS_Audio

Audio management, event-based sound playback, multi-layer music scoring, mixing buses with effects, and Klatt formant voice synthesis with 3D spatial audio.

GS_Cinematics

Dialogue graphs, cinematic staging, UI display, localization, and extensible condition/effect/performance systems for authored narrative experiences.

GS_Environment

Time of day progression, day/night cycle management, and sky colour configuration for GS_Play projects.

GS_Interaction

Entity interaction systems — physics-based pulse events, targeting and cursor management, and extensible world trigger actions.

GS_Juice

Game feel and feedback motion system — GS_Motion extension with transform and material tracks for visual feedback effects.

GS_Performer

Modular character rendering via skin slots, paper billboard performers, velocity-driven locomotion, head tracking, and audio babble integration.

GS_PhantomCam

Priority-based virtual camera management — phantom cameras, blend profiles, and spatial camera influence fields.

GS_UI

The complete UI framework — single-tier page navigation, motion-based animations, enhanced buttons, input interception, load screens, and pause menus.

GS_Unit

Character and entity control — unit lifecycle, player and AI controllers, input processing, movement, and grounding.