GS_Options

The configuration system — input profiles, input readers, and runtime settings management for gameplay and accessibility.

The Options system is the central pillar for handling background systemic configuration. At its simplest, it lets you set up user-facing options like volume, graphics settings, subtitles, and other standard configurable settings. Beyond that, it manages development-side functionality — language settings, current input device type, and other runtime-aware systems — providing that data to hook components throughout the game.

Currently, the Options system’s primary feature is the Input Profile system, which replaces O3DE’s raw input binding files with a more flexible, group-based approach that supports runtime rebinding and per-group enable/disable toggling.

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

 

Contents


Components

ComponentPurposeDocumentation
GS_OptionsManagerComponentSingleton manager. Holds the active Input Profile and provides it to Input Readers.Options Manager
GS_InputProfileData asset defining input groups, event mappings, and key bindings. Created in the Asset Editor.Input Profiles
GS_InputReaderComponentReads input through the active profile and fires gameplay events. Can be extended for specialized input handling.Input Options

Quick Start

  1. Create an Options Manager prefab with the GS_OptionsManagerComponent.
  2. Create a GS_InputProfile data asset in the Asset Editor.
  3. Add input groups and event mappings to the profile.
  4. Assign the Input Profile to the Options Manager.
  5. Add the Options Manager .spawnable to the Game Manager’s Startup Managers list.
  6. Attach GS_InputReaderComponents to entities that need to process input.

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.