Paper Performer
The Paper Performer system provides billboard-style character rendering for 2.5D games. The Paper Facing Handler rotates sprite-based characters to always face the active camera while maintaining proper orientation relative to movement direction. This prevents the visual artifacts that occur when a flat sprite is viewed from the side.
For component properties and the facing algorithm, see the Framework API reference.
Contents
How It Works
The PaperFacingHandlerComponent is placed on any entity that uses sprite-based or flat-mesh character rendering. Each frame, it calculates the optimal facing direction based on:
- The active camera’s position (via CamCore notifications).
- The entity’s movement direction.
- Configurable facing rules.
The result is a character that always presents its front face to the camera without snapping or popping during movement direction changes.
Camera-Aware Variant
The CamCorePaperFacingHandlerComponent (in GS_Complete) extends the base paper facing with direct camera core integration. It listens to CamCoreNotificationBus for camera position updates, ensuring the facing calculation uses the exact camera state rather than a cached position.
Entity Configuration

Note this has been put inside a GS_Unit prefab.
Glossary
| Term | Meaning |
|---|---|
| Paper Performer | A billboard-style character that always faces the camera for 2.5D rendering |
| Paper Facing Handler | The component that calculates optimal facing direction each frame |
For full definitions, see the Glossary.
See Also
For the full API, component properties, and C++ extension guide:
For related systems:
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