The Basics

High-level usage and scripting references for GS_Play feature sets. Drop-in functionality for intermediate developers and designers.

GS_Play is a full production set of modular features that can all be individually toggled on to enable only the features you need for your project. The “Basics” section covers what each feature set does, how to work with it from the editor and scripts, and what events and nodes are available — without requiring deep architectural knowledge.

If you are new to GS_Play, start with Get Started first. If you need architecture-level detail, component internals, or extension guides, use the Framework API section instead.


How This Section Is Organized

Each gem section follows this structure:

Gem overview page — What the gem does, the problems it solves, and a summary of its feature sets with links to feature sub-pages.

Feature sub-pages — One page per feature set. Each covers:

  • What it does and what components are involved.
  • Editor setup for drop-in use.
  • Relevant ScriptCanvas nodes and EBus events.
  • A quick reference table.
  • Links to the Framework API for deeper reference.

Pages in this section deliberately omit architecture internals, extension code, and low-level component details. If you need those, follow the Framework API links at the bottom of each page.


Sections


GS_Core

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

GS_Audio

Audio management, event-based sound, music scoring, mixing, and Klatt voice synthesis for the GS_Play framework.

GS_Cinematics

Node-graph dialogue sequences, cinematic stage management, polymorphic performances, and world-space UI with typewriter and audio babble.

GS_Environment

World time and environmental systems for GS_Play — time-of-day progression, day/night cycle management, and data-driven sky configuration.

GS_Interaction

Physics-based pulse events, proximity targeting with cursors, and data-driven world trigger zones.

GS_Juice

Game feel and feedback motion system — screen shake, bounce, flash, and material effects driven by the GS_Motion engine.

GS_Performer

Character rendering and animation for GS_Play — modular skin slots, billboard 2.5D rendering, and velocity-driven locomotion parameters.

GS_PhantomCam

Priority-based virtual camera management with blend profiles, multiple behavior types, and spatial influence fields.

GS_UI

The complete UI framework for GS_Play — canvas lifecycle management, single-tier page navigation, enhanced buttons, data-driven animation, and input interception.

GS_Unit

The character and entity control system — unit registration, player and AI controllers, input processing, and modular movement.