Character Visual Systems
From paper-style performers to modular character customization
Paper-Style 2.5D Performers
2.5D characters that always face the camera. Perfect for stylized games, retro aesthetics, or reducing animation complexity. Automatic billboard rotation with configurable facing behavior.
- Camera Facing — Always face the player camera
- Directional Sprites — Support for 4/8-direction sprite sets
- Paper Component — Automatic rotation based on camera position
- Customizable Behavior — Control facing speed and constraints
Modular Skin Slots
Slot-based character customization system. Swap heads, bodies, weapons, and accessories at runtime. Build character creators or equipment visualization without rebuilding entire meshes.
- Skin Slots — Named attachment points for modular parts
- Runtime Swapping — Change character parts dynamically
- Asset Management — Prefab-based skin part library
- Equipment Integration — Visual representation for GS_Item gear
Locomotion Hooks
Velocity-driven locomotion for your animators. Expose movement velocity to animation graphs. Blend states based on character speed and direction. Bridge the gap between GS_Unit movement and your animation system.
- Velocity Output — Movement speed available to anim graph
- Direction Blending — Forward/back/strafe detection
- State Hooks — Grounded, airborne, falling states
- Animation Integration — Works with O3DE's EMotionFX
Technical Specifications
Components
Character visual systems
Paper: Paper performer, camera facing handlers
Customization: Skin slot system, part swapping
Animation: Locomotion hooks, velocity output
Dependencies
Required: GS_Core
Animation: EMotionFX (for locomotion)
Optional: GS_Unit (for movement integration)
EBus Interfaces
Performer Control: Paper facing, skin swapping
Locomotion: Velocity queries, state updates
Works seamlessly with GS_Unit and GS_PhantomCam.
Data Assets
Skin Parts: Prefab-based character parts
Facing Profiles: Camera facing behavior configs
Style Your Characters
Visual Flexibility
Paper performers for stylized 2.5D games. Modular skins for character customization. Locomotion hooks for realistic animation. The visual layer adapts to your art style.
Runtime Customization
Swap character parts at runtime. Build character creators. Visualize equipment changes. No need to rebuild entire characters for cosmetic changes.
Animation Ready
Locomotion hooks expose movement data to your animation system. Blend walk/run/idle based on actual velocity. Bridge gameplay and animation cleanly.
Bring Your Characters to Life
From retro paper-style to modern modular customization — GS_Performer handles the visual layer.
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