GS_Environment
Categories:
GS_Environment manages the living world — the passage of time, the shift between day and night, and the visual appearance of the sky. It provides a singleton time authority that other systems subscribe to for world tick events and phase-change notifications, decoupling every time-dependent system from managing its own clock. Sky presentation is data-driven through configuration assets.
For architecture details, component properties, and extending the system in C++, see the GS_Environment API.
Quick Navigation
| I want to… | Feature | API |
|---|---|---|
| Control world time, time passage speed, or respond to day/night changes | Time Manager | API |
| Define how the sky looks at different times of day with data assets | Sky Configuration | API |
Installation
GS_Environment requires GS_Core and the Atom renderer. Add both to your project.
For a full guided walkthrough, follow the Simple Project Setup guide.
Quick Installation Summary
- Enable the GS_Environment gem in your project configuration.
- Create a Time Manager prefab and add it to the Game Manager’s Managers list.
- Create SkyColourConfiguration assets for your sky appearance.
Time Manager
The Time Manager is the singleton authority for world time. It advances time each tick according to a configurable speed, exposes query and control methods, and broadcasts WorldTick and DayNightChanged events so any system can react to time progression without polling.
Sky Configuration
The Sky Configuration system defines how the sky looks at different times of day through data assets. SkyColourConfiguration assets hold colour values for dawn, midday, dusk, and night — swappable per-region, per-weather, or per-level without modifying entity hierarchies.
See Also
For the full API, component properties, and C++ extension guide:
For step-by-step project setup:
Get GS_Environment
GS_Environment — Explore this gem on the product page and add it to your project.