3D Free Grounder
Raycast-based grounder for standard 3D locomotion — detects ground contact with coyote time, applies manual gravity when airborne, switches to Slide mode on steep slopes.
Raycast-based grounder for standard 3D locomotion — detects ground contact with coyote time, applies manual gravity when airborne, switches to Slide mode on steep slopes.
Standard 3D locomotion — camera-relative movement and rotation driven by spring-damped physics, with optional slope slowdown.
The base class for triggerable actions — channel-based firing, completion broadcasting, and action chaining for lightweight behavior sequencing.
Version changelogs for all GS_Play gems and documentation.
Shared enumeration types used across the GS_Play framework — CurveType for easing curve selection and BooleanConditions for condition evaluation.
Full API reference for GS_DialogueManagerComponent — dialogue database management, performer marker registration, and the DialoguePerformerMarkerComponent.
The top-level game lifecycle controller — startup sequencing, systemic navigation, standby mode, and debug support.
Pre-built saver components included in GS_Core — ready-to-use entity persistence without writing code.
Abstract base class for all animation tracks — fields, lifecycle, and virtual methods for domain extension.
The complete movement subsystem — movers, grounders, movement influence, and the movement profile asset for configuring unit locomotion.
The central movement hub — transforms raw input into camera-relative and ground-projected vectors, manages mode switching, context states, and movement profiles.
The singleton options controller — merges option profiles into a live value map, applies values through their targets, persists them, and serves the active input profile.
Performer manager lifecycle, skin slot system for modular character appearance, and config profile assets.
Built-in pulse types for the Pulsor interaction system.
Physics-based pulse emitter and reactor system — extensible typed interactions via polymorphic PulseType and ReactorType classes.
The central save/load controller — manages save files, triggers global persistence events, and provides data access for all savers.
How GS audio is put together — the two-plane architecture, the roles of miniaudio, SoLoud and Steam Audio, the canonical signal chain, and the vocabulary the rest of the audio docs use.
The singleton level controller — manages a list of stages, handles level loading/unloading, and coordinates staged startup with the Stage Data component.
Central targeting processor — receives target registrations from sensory fields, selects best interact target, and manages cursor feedback.
World clock management, time-of-day control, day/night cycle detection, and per-tick time notifications.
Trigger sensor component and sensor types — condition evaluation objects for physics, interact, and record-based world trigger activation.
Full API reference for the TypewriterComponent — character-by-character text reveal with configurable speed, force-complete, and notification events.
The singleton manager that owns all loaded UI canvases, maintains a global focus stack, and drives the startup focus sequence.
What is GS_Play and what does it do?
The central manager for unit lifecycle — spawning, registration, standby coordination, and unit tracking across the game session.
Runtime system component that drives the world clock tick and handles GS_EnvironmentRequestBus queries.
The reactor types GS_Unit ships — keyboard and joypad movement, and jump — and how they drive a unit’s mover context.
Mover base class and concrete mover components — translate MoverContext input into physics-based unit motion via named mode activation.
Record-based sensor type — fires when a named RecordKeeper entry reaches a configured value.
The base class for entity-level save handlers — override BuildSaveData() and ProcessLoad() to persist any component data automatically.
Slope-sliding locomotion — automatically activated when slope exceeds maxWalkAngle, drives the unit down the slope via spring-damped physics with optional input resistance and automatic recovery.
The per-level anchor component — holds stage configuration, NavMesh references, and runs the level’s staged activation sequence.
The controller-unit possession model — base controller, player controller, and AI controller components for driving unit behavior.
Grounder base class and concrete grounder components — detect ground contact, compute ground normals and slope data, and drive mode switching on the MoverContext.
The decoupled input pipeline — reading hardware events on the controller, storing state on the unit, and reacting to state changes through reactor components.
Lightweight key-value progression tracking — store and retrieve named integer records without writing a custom saver.
Target detection, selection, and cursor management — scanning, filtering, and selecting entities based on proximity and sensory fields.
Physics-based detection volumes for the targeting system — interaction fields and sensory detection.
Data assets for input binding configuration — map key bindings to named events, organized into toggleable groups for advanced runtime input control.
The core single-tier navigation component – root canvas registration, nested child page management, focus push/pop stacks, and show/hide transitions.
Controller-side component that reads hardware input events and routes them to the possessed unit’s input data component.
What makes an entity a unit — the GS_UnitComponent, entity configuration, collision setup, and links to movement subsystems.
The base audio controller — engine lifecycle, project settings, the authoritative listener, mixing channels, event libraries, and the accessors GS_AudioPro builds on.
Enhanced button component with motion-driven hover and select animations, built on top of LyShine interactable notifications.
The Game Manager’s Debug Mode flag — what it changes about startup, which managers respond to it, and how to branch your own systems on it.
The input subsystem — Input Profiles for grouped event-to-binding mappings and Input Readers for processing input in gameplay.
Velocity-driven animation hooks and prefab animation asset reloading for performer entities.
Built-in reactor types for the Pulsor interaction system.
Target component types — base target markers and specialized interact targets that make entities detectable by the targeting system.
Trigger sensor and world trigger system — event-driven world state changes via composable polymorphic type objects on two container components.
World trigger component and trigger types — response execution objects that change world state when a trigger sensor fires.
Full API reference for GS_CinematicsManagerComponent — cinematic lifecycle control, stage marker registration, and the CinematicStageMarkerComponent.
GS_Motion extension with eight LyShine-specific animation tracks, data-driven .uiam assets, and a standalone playback component.
Button animations and input interception — motion-driven hover/select states and input channel management for focused UI canvases.
Input interception for UI canvases – captures and redirects input events to prevent gameplay propagation while a UI is focused.
Standalone UI widget components — load screens, pause menus, and other self-contained UI elements that operate outside the page navigation model.
GS_Audio version changelog.
The .aev event library and the polymorphic audio event types — file pools, procedural noise, and sfxr chiptones — with shared pooling, concurrency, spatial tracking and extension hooks.
How to set up the GS_Play Audio Manager — engine startup, volume channels, event libraries, the listener, and running it without a Game Manager.
How to work with the GS_PhantomCam manager — enabling and disabling the camera system, and responding to active camera changes.
How to coordinate cinematic sequences in GS_Play — beginning and ending cutscenes, registering stage markers, and reacting to cinematic events from scripts.
The three GS_Core contract kinds in depth — TypeBase (Strategy), Emit (Observance), and Exchange (Mediator) — each with its authoring how-to, plus the naming guard and the hoisting mechanics authors need.
The foundation gem for the GS_Play framework — game lifecycle, save system, stage management, input, actions, and utility libraries.
The foundation gem for the GS_Play framework — game lifecycle, save system, stage management, input, actions, motion animation system, and utility libraries.
GraphSystemDescriptor fields, topology selection, and GraphContext data type registration.
Quick index of all GS_Play Features.
Feedback motion tracks, FeedbackEmitter component, and FeedbackMotionAsset reference.
How to work with GS_Play feedback motions — transform and material animation effects for game feel.
The game lifecycle management system — startup sequencing, systemic navigation, and the extensible manager pattern.
How to work with the GS_Play manager system — startup events, game navigation, and standby mode from scripts.
Procedural head look-at targeting — drives bone orientation toward a world-space target with configurable angle limits and damping.
The in-game GS_Play debug menu — a content-free anchor in GS_Core that any gem contributes its own menu to, with ordered placement and per-gem ownership.
Component that reads input through the active profile and fires named gameplay events, with runtime group toggling and input claiming.
How to work with GS_Play inventory — container-based item storage with slots and stacking.
The base class for all game system managers — automatic two-stage initialization and lifecycle integration with the Game Manager.
The MixEffectComponent and all 22 mix effect types — named effect chains, order-independent wiring, local and global routing, and the runtime control surface.
The playback engine — ticks through tracks, computes per-track progress windows, and manages motion lifecycle.
How to work with the GS_Play Performer Manager — performer registration and lifecycle.
Step-by-step recipes for the GS_PhantomCam virtual camera system — composing cams from stages, configuring noise, tug fields, group targets, influence fields, and the channel tier system.
Step-by-step recipes for composing common camera behaviors from Body, Aim, and Additive stages on a single Phantom Camera component.
Easy set up to get started.
How to work with the GS_Interaction Pulsor system — emitting typed physics-based pulse events and reacting to them from scripts.
The GS_Options settings framework — option profiles, the four option types, apply targets, presets, persistence, and the launch-time apply path.
How to declare player settings as data, read and write them from your game, and offer quality presets.
Easy set up to get started.
How to work with GS_Play status effects — timed modifiers that alter entity stats or behavior.
How to work with the GS_Play Time Manager — world time, day/night cycles, and time passage control.
How to work with the GS_Play UI Manager — canvas lifecycle, focus stack, and cross-canvas navigation.
How to work with the GS_Unit manager — spawning units, registering player controllers, and coordinating standby across all controlled characters.
GS_AudioPro version changelog.
Visual graph editor for authoring complex sound events with filters, effects, routing, and phase lifecycle.
How to author and fire audio events — event libraries, clip pools, procedural noise and chiptones, distance falloff, and concurrency.
How to work with GS_Play avatar performers.
How to work with GS_Play avatar performers — 3D pipeline, animation, equipment.
Audio babble synchronized to dialogue typewriter output — procedural vocalization tones keyed to speaker identity.
Concept primer for the PhantomCam channel system — what a channel is, which authoring tier to choose, and the pitfalls to know before authoring.
GS_Cinematics version changelog.
Three reflection helpers — single-include headers for common and asset serialization, and a generic asset handler template for custom asset types.
The .sfxrprofile asset — procedural chiptone sound effects as first-class assets, with sfxr.me import and randomized profile pools.
Foundation scaffold for AI-driven entity behavior in the GS_Play framework.
Foundation scaffold for AI controller integration in GS_Play projects. Provides the system component and extension point for custom AI controller gems.
How to work with GS_CamCoreComponent — the rendering bridge that reads the dominant Phantom Camera each frame and drives the real camera entity.
Step-by-step recipes for camera shake — continuous handheld feel via PerlinNoise, event-triggered bursts via ImpulseNoise, and stacking the two.
Every GS_Core contract by capability folder and producing gem — the 9 TypeBase Strategy bases, the 13 Emit observation buses, and the Exchange query buses — with shipped-versus-pending status and a per-gem feature index.
How to work with GS_Unit controllers — the possession model, player and AI controller setup, and switching control at runtime.
40+ easing curve functions for smooth animation and interpolation — organized by family with a CurveType enum for data-driven selection.
How to author and play back branching dialogue in GS_Play — the Dialogue Editor, node types, conditions, effects, performances, and the runtime sequencer.
The window modes GS_Options drives, how resolution relates to render resolution, and the platform limits worth stating plainly.
GS_Environment version changelog.
How to work with GS_Play equipment — typed equipment slots with visual integration via GS_Performer skin slots.
The persistence system — save files, load data, and track progression with managers, savers, and record keepers.
How to work with the GS_Play save system — saving game state, loading saves, and tracking progression with the Record Keeper.
Named volume channels built on custom miniaudio nodes, environmental influence with priority stacking, and the component-authored mix effect layer.
Runtime deep-copy motion instance with proxy entity overrides — created from GS_MotionAsset for per-entity playback.
Movement state coordinator for GS_Unit — manages movement modes, context states, input axis transformation, and movement profile priority.
BaseNode, slot macros, auto-registration, rapid node creation, and built-in node types.
How to work with GS_Play page navigation — single-tier page hierarchy, focus management, and transitions.
Patterns associated with the GS_Play featuresets.
How to make procedural sound effects — design a sound in the browser, paste it into a profile asset, and pool profiles for variation.
How to work with GS_Play skin slots — modular character appearance with swappable actor meshes and materials.
How to work with GS_Play sky configuration — data-driven sky color settings for time-of-day transitions.
How to work with the GS_Interaction Targeting system — selecting interactable entities, managing cursor display, and handling interaction input from scripts.
All ClassWizard templates for GS_Play gems — one-stop reference for generating extension classes across every gem.
Sound for GS_Play — audio events, mixing and effects, spatial audio, and the premium Audio Pro tier with visual graph authoring, music scoring and voice synthesis.
The GS audio framework — event-based playback, mixing and the full DSP effect palette, HRTF spatialization, and the premium Audio Pro tier adding visual graph authoring, geometric acoustics, scoring and voice synthesis.
How to author complex sound events visually using the Audio Event Graph editor — nodes, phase lifecycle, variables, and runtime control.
Conventions and habits that make working with GS_Play faster and less frustrating.
Changelog.
Architecture overview of the GS_Cinematics dialogue system — the Dialogue Editor, sequencing, UI display, actors, and extensible conditions, effects, and performances.
Billboard and 3D character entity types — PaperFacingHandlerComponent for 2.5D rendering and the Avatar pipeline for rigged EMotionFX characters.
Spring-damper functions for physically-grounded value interpolation — smooth following, overshoot, and settling for floats, vectors, and quaternions.
Concept primer for composing camera behavior from Body, Aim, and Additive stages on a single Phantom Camera component.
Project-owned Perlin noise toolkit — signed Perlin 1D/2D/3D, fractal multi-octave, layered (amp, freq, phase) stacks with the NoiseLayer struct, unit-range wrappers, and decorrelation patterns. Backs PhantomCam noise stages and any time-varying value modulation consumer.
Pivot-aware position and pose blend primitive — Linear / Cylindrical / Spherical shapes around a configurable pivot. Powers PhantomCam blend shapes, DynamicOrbitBody damping, and LeadingFollowBody band response.
Redirected — button documentation is now part of UI Interaction.
Step-by-step recipes for tug-field cinematic pulls — vista pull, doorway glance, and decoupled source / destination patterns.
Node-graph dialogue sequences, cinematic stage management, polymorphic performances, and world-space UI with typewriter and audio babble.
Dialogue graphs, cinematic staging, UI display, localization, and extensible condition/effect/performance systems for authored narrative experiences.
How to display dialogue text, player choices, and typewriter effects in GS_Play — screen-space and world-space UI components and the bridge that connects them to the sequencer.
MainWindow features, virtual hooks, page system, and container editor patterns.
Multi-stop gradient types for sampling color, float, and vector values over a normalized range — used by motion tracks and feedback effects.
The level navigation system — handles loading, unloading, and staged startup of game levels with exit point traversal.
How to work with the GS_Play stage management system — level loading, stage transitions, exit points, and stage data.
How to work with the GS_Unit input pipeline — reading player input, converting keyboard and joystick signals into movement vectors, and chaining input reactors.
The reactor mechanism — a component driven by a reactor profile asset that dispatches named input events to authored reaction types, with a notification bus for scripts.
GS_Interaction version changelog.
How to work with GS_Play audio mixing — volume channels, named effect chains, all 22 effects, and environmental influence zones.
Abstract base for motion data assets — holds track definitions and creates runtime composites.
Billboard-based character rendering — paper facing handlers that orient sprite quads toward the camera.
How to work with GS_Play paper performers — billboard-style 2.5D character rendering with camera-aware facing.
The character rendering entity types in GS_Performer — billboard 2.5D paper performers and fully-rigged 3D avatar performers.
How to configure a Phantom Camera — priority, target, lens, stage composition, and snap / focus state.
Multi-layer musical score system for dynamic music – tempo, time signatures, fade control, and layer selection.
HRTF binaural spatialization and distance attenuation in the base gem — how a 3D sound is placed, the distance curve, HRTF interpolation modes, and the limits worth knowing.
One-checkbox author surface for cam-to-cam pose handoff during blends. When to enable it, what each body type does with it, and the common authoring gotcha.
How to work with GS_Play UI interaction — motion-based button animations and input interception for focused canvases.
How to work with the GS_Interaction World Trigger system — configuring sensor types and trigger types to create event-driven world responses without scripting.
GS_Juice version changelog.
How sounds get placed in the world — setting the listener, splitting it for third-person, distance falloff, and what the free tier does and does not do.
GS_AudioPro — the premium audio gem. Visual graph authoring, procedural scoring, Klatt voice synthesis and geometric acoustics, layered onto everything the free gem already does.
How to author .camblendprofile assets to control camera transitions — duration, easing, blend shape, pivot source, and the inherit-state toggle.
Utility functions for finding entities in the scene by name — runtime entity lookup without maintaining manual references.
World time and environmental systems for GS_Play — time-of-day progression, day/night cycle management, and data-driven sky configuration.
Time of day progression, day/night cycle management, and sky colour configuration for GS_Play projects.
Occlusion and reflections derived from world geometry — acoustic volumes and shapes, 15 material presets, listener-centric reverb, and an honest account of what is and is not simulated.
How to make sounds get blocked by walls and pick up the reverb of the room they are in — acoustic volumes, materials, occlusion and reflections.
Step-by-step recipes for GroupTargetComponent — two-player party cam, combat encounter framing, and collapse-to-single-view triggers.
Track-based animation and tween system — abstract base classes for motions, tracks, composites, assets, and proxies with a domain extension pattern.
How to work with the GS_Play options system — player settings with profiles and presets, plus input profiles, groups and runtime binding management.
Custom text-to-speech via Klatt formant synthesis with 3D spatial audio, phoneme mapping, and voice profiling.
How to work with GS_Play velocity locomotion — automatic animation parameter driving from entity velocity.
Serialized struct for track-to-entity redirection — allows designers to target named tracks at different entities.
How to work with GS_Unit movement — mover types, mover context, grounders, movement profiles, and influence fields.
Author guide for camera shake — the two noise additive stages, preset library, gameplay-code impulse triggering, and the Stable-vs-Final pose readback rule.
How to move and reposition actors during dialogue in GS_Play — the polymorphic performance system, built-in movement types, and async completion.
GS_Performer version changelog.
How to work with GS_Play score arrangements — multi-layer dynamic music with configurable time signatures and layer control.
How to work with GS_Play UI animations — motion-based LyShine property animation for pages, buttons, and standalone components.
What makes an entity a unit — the GS_UnitComponent, entity configuration, collision setup, possession, standby, and movement.
Variable declarations, Get/Set nodes, reference bindings, and drag-to-canvas interactions.
A framework for building custom visual graph editors in O3DE — descriptors, nodes, variables, execution engines, and editor infrastructure.
GS_PhantomCam version changelog.
How to work with GS_Play UI widgets — load screens, pause menus, and other standalone UI components.
Angle and orientation math — sector mapping, yaw extraction, quaternion conversion, and hysteresis for directional classification.
FlowGraphEvaluator, DataFlowGraphEvaluator, StateMachineEvaluator, GraphExecutionContext, and GraphInstance.
Author guide for GroupTargetComponent — weighted-centroid focal entity. Common use cases, centroid modes, runtime subject management, and pitfalls.
How to work with the GS_Play action system — triggerable, composable behaviors that fire from scripts, triggers, or code.
The configuration system — player settings with profiles, presets and apply targets, plus input profiles, readers and reactors.
Step-by-step recipes for camera priority shifts — spatial room boosts and stage-scoped always-on cinematic boosts.
How GlobalCameraInfluenceComponent and CameraInfluenceFieldComponent shift camera priority globally or within spatial trigger volumes — types, priority stacking, channel-aware routing.
Physics-based pulse events, proximity targeting with cursors, and data-driven world trigger zones.
Entity interaction systems — physics-based pulse events, targeting and cursor management, and extensible world trigger actions.
How to work with GS_Play Klatt voice synthesis — text-to-speech with 3D spatial audio, voice profiles, and inline parameter control.
Index of Lesson Guides
Universal capabilities for any performer entity — procedural head tracking, typewriter-synchronized babble, and mesh swapping.
Powerful Utilities associated with the GS_Play featuresets.
Core framework systems — the GS_Motion track-based animation engine and the GS_Actions triggerable behavior system.
Core framework systems — the GS_Actions triggerable behavior system and the GS_Motion track-based animation engine.
GS_UI version changelog.
How to open the Unit Action Graph editor, author parallel behavior layers, set up states and transitions, and add conditions.
The reflected ADSR envelope — an authorable attack/decay/sustain/release shape with evaluation, duration and completion helpers.
How to work with GS_Motion — the track-based animation and tween system that powers UI transitions, feedback effects, and custom animations.
Game feel and feedback motion system — screen shake, bounce, flash, and material effects driven by the GS_Motion engine.
Game feel and feedback motion system — GS_Motion extension with transform and material tracks for visual feedback effects.
Utility functions for O3DE spline queries — closest point, fraction, and local/world space conversion by entity ID.
Author guide for tug-field cinematic pulls — three-component model, PhysX layer setup, channel filtering, tuning, and pitfalls.
GS_Unit version changelog.
GS_AudioPro — the premium audio gem. Visual sound authoring, adaptive music, generated speech and real acoustics, added on top of everything the free gem does.
Step-by-step walkthroughs for the PhantomCam channel system — Tier 1 single cam, Tier 2 level-placed, Tier 3 multi-channel co-op, common Tier 3 patterns, and the lobby flow for variable player counts.
The cross-gem contract layer — neutral agreements collected in GS_Core so feature gems depend on contracts instead of on each other’s internals. Covers the three contract kinds (TypeBase, Emit, Exchange).
Inventory and equipment systems for GS_Play — container-based item storage, slot management, stacking, and visual equipment integration with GS_Performer.
Data-driven inventory containers and equipment slot management for collectible, usable, and equippable items in GS_Play projects.
Universal capabilities that extend any performer type — modular equipment via skin slots, and velocity-driven animation via locomotion.
Base class and component for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
Hierarchical finite state machine editor for authoring character behavior with parallel layers, transitions, and conditions.
General-purpose components and math helpers — physics triggers, easing curves, spring dampers, gradients, splines, and more.
Character rendering and animation for GS_Play — modular skin slots, billboard 2.5D rendering, and velocity-driven locomotion parameters.
Modular character rendering via skin slots, paper billboard performers, velocity-driven locomotion, head tracking, and audio babble integration.
Full API reference for the DialogueSequencerComponent and DialogueUIBridgeComponent — runtime dialogue graph traversal, node processing, and UI routing.
How to run a level directly with Debug Mode, and how to inspect and drive a running game with the in-game GS_Play menu.
Priority-based virtual camera management — composable stage pipeline, channel-aware instancing, blend profiles, and spatial influence fields.
Priority-based virtual camera framework — composable stage pipeline, channel-aware instancing, blend profiles, influence fields, group targets, tug fields, and noise.
In-game debugging surfaces provided by GS_Core — the extensible GS_Play ImGui menu.
RPG stat definitions, stat containers, and a polymorphic status effect system for character and entity attribute management.
RPG statistics and status effect systems for GS_Play — timed and permanent modifiers that alter entity stats and drive reactive gameplay behavior.
Cross-gem integration layer — reference components that combine multiple GS_Play gems for camera-aware performers, cinematic controllers, and dialogue UI selection.
Full API reference for all dialogue UI components — screen-space and world-space dialogue display, selection menus, typewriter text reveal, and babble audio.
The complete UI framework for GS_Play — canvas lifecycle management, single-tier page navigation, enhanced buttons, data-driven animation, and input interception.
The complete UI framework — single-tier page navigation, motion-based animations, enhanced buttons, input interception, load screens, and pause menus.
A collection of utility libraries — easing curves, spring dampers, physics trigger volumes, gradients, and entity helpers.
Weighted random selection — pick a key from a weighted map with probability proportional to each entry’s float weight.
The character and entity control system — unit registration, player and AI controllers, input processing, and modular movement.
Character and entity control — unit lifecycle, player and AI controllers, input processing, movement, and grounding.
A utility system for triggerable single-purpose actions — fire discrete behaviors from any system without recoding logic for each component.
Full API reference for DialoguePerformerMarkerComponent, ActorDefinition data model, and the performer registration and lookup system.
Full API reference for the DialogueEffect base class and built-in effect types — SetRecords and ToggleEntitiesActive.
Full API reference for the DialoguePerformance base class and built-in performance types — MoveTo, PathTo, and RepositionPerformer.
Lessons for quick, or extended learning.
Descriptions and resources around common terminology used in the documentation.
Step-by-step recipes for composing specific configurations of GS_Play systems, organized by gem.
Integration guides for third-party audio systems with GS_Audio.
Integration guides for third-party cross-gem components with GS_Complete.
Integration guides for third-party feedback systems with GS_Juice.
API for 3rd party support.
ClassWizard templates for GS_Cinematics — dialogue conditions, effects, and performance objects for the dialogue sequencer.
The GS_Play project templates, the ClassWizard component scaffolds for extending GS_Core, and the Editor-Only Environment prefab.
ClassWizard templates for GS_Interaction — Pulsor pulses, reactors, world triggers, and trigger sensors.
ClassWizard templates for GS_Juice — custom feedback motion tracks for world-space game-feel effects.
ClassWizard templates for GS_PhantomCam — custom phantom camera behaviour components.
ClassWizard templates for GS_UI — custom UI animation motion tracks.
ClassWizard templates for GS_Unit — unit controllers, input reactors, mover components, and grounder components.
Useful links.
Index of Video based tutorials.
Agent bootstrap document for GS_Play framework contextualization. Optimized for LLM parsing, not human reading.
Updated changelog.
Pre-built actions included in GS_Core — ready-to-use triggerable behaviors for common game functionality.
The core gem for the GS_Play framework.