GS_Core
The foundation gem for the GS_Play framework — game lifecycle, save system, stage management, input, actions, motion animation system, and utility libraries.
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.
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:
Class and component pages — One page per major class or component. Each covers:
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.
The foundation gem for the GS_Play framework — game lifecycle, save system, stage management, input, actions, motion animation system, and utility libraries.
The GS audio framework — event-based playback, mixing and the full DSP effect palette, HRTF spatialization, and the premium Audio Pro tier adding visual graph authoring, geometric acoustics, scoring and voice synthesis.
Dialogue graphs, cinematic staging, UI display, localization, and extensible condition/effect/performance systems for authored narrative experiences.
Time of day progression, day/night cycle management, and sky colour configuration for GS_Play projects.
A framework for building custom visual graph editors in O3DE — descriptors, nodes, variables, execution engines, and editor infrastructure.
Entity interaction systems — physics-based pulse events, targeting and cursor management, and extensible world trigger actions.
Game feel and feedback motion system — GS_Motion extension with transform and material tracks for visual feedback effects.
Modular character rendering via skin slots, paper billboard performers, velocity-driven locomotion, head tracking, and audio babble integration.
Priority-based virtual camera framework — composable stage pipeline, channel-aware instancing, blend profiles, influence fields, group targets, tug fields, and noise.
The complete UI framework — single-tier page navigation, motion-based animations, enhanced buttons, input interception, load screens, and pause menus.
Character and entity control — unit lifecycle, player and AI controllers, input processing, movement, and grounding.