Cam Manager
Camera system lifecycle controller — channel registry, per-channel priority arbitration, group target registry, influence routing, dispatch overrides, and active main-view selection.
Camera system lifecycle controller — channel registry, per-channel priority arbitration, group target registry, influence routing, dispatch overrides, and active main-view selection.
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.
Body stage catalog — DefaultFollowBody, OrbitBody, DynamicOrbitBody, LeadingFollowBody, TrackBody. Each variant’s kinematic model, authored fields, and state-inheritance support.
The base class for all game system managers — automatic two-stage initialization and lifecycle integration with the Game Manager.
The base virtual camera component — priority, target routing, lens, channel scope, snap and focus state, and the composable Body / Aim / Additive stage pipeline.
The composable per-tick pipeline each Phantom Camera runs — Body, Aim, Reposition additives, Noise additives. Stage interfaces, CameraState accumulator, target routing, decoupled-ideal pattern, init contract.
Aim stage catalog — DefaultLookAtAim, ClampedLookAim. Aim-origin convention, decoupled ideal rotation, extension points.
Architecture overview of the GS_Cinematics dialogue system — the Dialogue Editor, sequencing, UI display, actors, and extensible conditions, effects, and performances.
GS_CameraInputReaderComponent and OrbitInputProvider bus — translates input profile events into per-tick yaw / pitch deltas for DynamicOrbitBody. Per-axis Axis vs Delta style, sensitivity, buffer drain, ResetPendingInput invariant.