Cam Manager
Camera system lifecycle controller — registration, priority evaluation, target assignment, and influence management for all phantom cameras.
Camera system lifecycle controller — registration, priority evaluation, target assignment, and influence management for all phantom cameras.
The top-level game lifecycle controller — startup sequencing, systemic navigation, standby mode, and debug support.
The complete movement subsystem — movers, grounders, movement influence, and the movement profile asset for configuring unit locomotion.
The central manager for unit lifecycle — spawning, registration, standby coordination, and unit tracking across the game session.
Mover base class and concrete mover components — translate MoverContext input into physics-based unit motion via named mode activation.
The base class for entity-level save handlers — override BuildSaveData() and ProcessLoad() to persist any component data automatically.
The controller-unit possession model — base controller, player controller, and AI controller components for driving unit behavior.
The base class for all game system managers — automatic two-stage initialization and lifecycle integration with the Game Manager.
Virtual camera components with priority-based selection, follow/look-at targets, offsets, and specialized camera behavior types.
Full reference for the DialogueDatabase asset, dialogue sequences, node types, conditions, effects, localization types, and the extension guide for custom polymorphic types.
Architecture overview of the GS_Cinematics dialogue system — sequencing, data structures, UI display, actors, and extensible conditions, effects, and performances.