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_Core is the required foundation for every GS_Play project. All other GS gems depend on it. It provides game lifecycle management (startup, shutdown, standby), persistence (save/load), level loading, input handling, triggerable actions, and a shared utility library.

For usage guides and setup examples, see The Basics: GS_Core.

 

Contents


GS_Managers

The lifecycle and startup management system. The Game Manager is a singleton placed in every level — it spawns all registered manager prefabs, coordinates their two-stage initialization, and provides global game navigation and standby mode.

All built-in GS_Play managers (Save, Stage, Options, UI, Unit, Camera, Audio) and any custom managers you create extend the Manager base class and plug into this system automatically.

ComponentPurpose
Game ManagerTop-level lifecycle controller. Spawns managers, handles navigation, standby, and debug mode.
Manager (Base)Base class for all managers. Handles two-stage initialization automatically.

GS_Managers API


GS_Save

The persistence system. The Save Manager orchestrates save and load operations across the project. Savers are per-entity components that serialize component state. The Record Keeper stores flat key-value progression records independently of the Saver system.

ComponentPurpose
Save ManagerCoordinates all save and load operations.
SaversPer-entity components that serialize transform and physics state.
Record KeeperKey-value progression store (flags, counters, unlock states).

GS_Save API


GS_StageManager

The level loading and navigation system. The Stage Manager owns the ordered stage list for the project and handles all level transitions. Stage Data components are placed in each level as anchors and spin-up controllers for that level’s systems.

ComponentPurpose
Stage ManagerManages stage list and handles transition requests.
Stage DataPer-level anchor, spawn point, and activation controller.

GS_StageManager API


GS_Options

Options and input profile management. The Options Manager persists player preferences. Input Profiles are data assets that hold input bindings, swappable at runtime.

ComponentPurpose
Options ManagerPersists and retrieves player option data.
Input ProfilesData asset for input binding mappings.

GS_Options API


Systems

Core framework systems used across multiple gems: the GS_Motion track-based animation engine and the GS_Actions triggerable behavior system.

SystemPurpose
GS_MotionTrack-based animation and tween engine — abstract base classes extended by domain gems.
GS_ActionsTriggerable, composable, data-driven behaviors attachable to any entity.

Systems API


Utilities

A general-purpose library of components and math helpers.

AreaContents
PhysicsPhysics Trigger Volume
Easing Curves40+ curve types (Linear, Quad, Cubic, Sine, Expo, Circ, Back, Elastic, Bounce)
Spring Dampers15+ spring functions including Simple, Acceleration, Double, Timed, Quaternion
GradientsColor, float, and Vector2 gradients
Entity HelpersEntity lookup by name
RandomWeighted random selection
SplinesClosest point, fraction, and local/world conversion
Angle HelpersYaw, quaternion from direction, section-by-angle mapping

Utilities API


Installation

GS_Core is required by all GS_Play projects. Add it to your project before any other GS gem.

  1. Follow the Simple Project Setup guide for full walkthrough.
  2. Configure collision layers and physics per the Setup Environment guide.
  3. Create a Game Manager prefab and place it in every level.
  4. Add the managers you need to the Game Manager’s Startup Managers list.

See Also

For conceptual overviews and usage guides:

For related resources:


Get GS_Core

GS_Core — Explore this gem on the product page and add it to your project.