GS_Managers

The game lifecycle management system — startup sequencing, systemic navigation, and the extensible manager pattern.

The Managers system is the backbone of every GS_Play project. It provides a controlled startup sequence that initializes game systems in the correct order, global access to those systems via EBus, and systemic navigation (New Game, Load Game, Quit) from a single point of control.

Every GS_Play gem that has a manager component (Save, Stage, UI, Unit, Camera, Audio, etc.) plugs into this system automatically.

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

 

Contents


Architecture

Game Manager Startup Pattern Graph

Breakdown

When the project starts, the Game Manager runs three stages before the game is considered ready:

StageBroadcast EventWhat It Means
1 — Initialize(internal)Each manager is spawned. They activate, then report ready.
2 — SetupOnSetupManagersSetup stage. Now safe to query other managers.
3 — CompleteOnStartupCompleteLast stage. Everything is ready.
Do any last minute things. Now safe to begin gameplay.

For most scripts, you only need OnStartupComplete. Wait for this event before doing anything that depends on managers to be completely setup.

E Indicates extensible classes and methods.

Patterns - Complete list of system patterns used in GS_Play.


Components

ComponentPurposeReference
GS_GameManagerComponentTop-level lifecycle controller. Spawns managers, handles New Game / Load / Quit / Standby.Game Manager
GS_ManagerComponentBase class for all game system managers. Handles the two-stage init pattern automatically.Manager

Quick Start

For step-by-step setup, see Game Manager — Setup and Manager — Setup.

For creating custom managers, see Manager — Extending the Manager Class.


See Also

For conceptual overviews and usage guides:

For component references:

For related resources:


Get GS_Core

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