Game Manager
The top-level game lifecycle controller — startup sequencing, systemic navigation, standby mode, and debug support.
The top-level game lifecycle controller — startup sequencing, systemic navigation, standby mode, and debug support.
Performer manager lifecycle, skin slot system for modular character appearance, and config profile assets.
World clock management, time-of-day control, day/night cycle detection, and per-tick time notifications.
The singleton manager that owns all loaded UI canvases, maintains a global focus stack, and drives the startup focus sequence.
The central manager for unit lifecycle — spawning, registration, standby coordination, and unit tracking across the game session.
The base audio controller — engine lifecycle, project settings, the authoritative listener, mixing channels, event libraries, and the accessors GS_AudioPro builds on.
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 game lifecycle management system — startup sequencing, systemic navigation, and the extensible manager pattern.
The base class for all game system managers — automatic two-stage initialization and lifecycle integration with the Game Manager.