<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Motion on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/motion/</link><description>Recent content in Motion on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/motion/index.xml" rel="self" type="application/rss+xml"/><item><title>UI Animation</title><link>https://gsplay.genomestudios.ca/docs/framework/ui/ui_animation/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/ui/ui_animation/</guid><description>&lt;p&gt;UI Animation is a domain extension of the &lt;a href="../../core/systems/gs_motion/"&gt;GS_Motion&lt;/a&gt; system, purpose-built for animating LyShine UI elements. It provides eight concrete track types that target LyShine component properties (position, scale, rotation, alpha, color, text), a data asset format (&lt;code&gt;.uiam&lt;/code&gt;) for authoring animations, and a standalone component for playing them on any entity.&lt;/p&gt;
&lt;p&gt;The architecture follows the GS_Motion domain extension pattern: &lt;code&gt;UiMotionTrack&lt;/code&gt; extends &lt;code&gt;GS_MotionTrack&lt;/code&gt; as the domain base, each concrete track type targets a specific LyShine property, and &lt;code&gt;UiAnimationMotionAsset&lt;/code&gt; extends &lt;code&gt;GS_MotionAsset&lt;/code&gt; to bundle tracks into a single asset file.&lt;/p&gt;</description></item><item><title>Systems</title><link>https://gsplay.genomestudios.ca/docs/framework/core/systems/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/core/systems/</guid><description>&lt;!-- GS_Core provides two standalone systems that are used across multiple gems: the **GS_Motion** track-based animation engine and the **GS_Actions** triggerable behavior system. Both are designed as abstract foundations that domain gems extend with concrete implementations. --&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../the_basics/core/systems/"&gt;The Basics: GS_Core&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#gs-motion"&gt;GS_Motion&lt;/a&gt;&lt;!-- - [GS_Actions](#gs-actions) --&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="gs-motion"&gt;GS_Motion&lt;/h2&gt;
&lt;p&gt;The track-based animation and tween engine. GS_Motion defines abstract base classes for tracks, assets, composites, and proxies. Domain gems (GS_UI, GS_Juice) extend it with concrete track types and custom asset formats. The system handles playback timing, per-track easing, proxy-based entity targeting, and deep-copy runtime instancing.&lt;/p&gt;</description></item><item><title>Systems</title><link>https://gsplay.genomestudios.ca/docs/the_basics/core/systems/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/core/systems/</guid><description>&lt;p&gt;GS_Core provides a growing number of standalone systems that are used across multiple gems. Currently, the &lt;strong&gt;GS_Motion&lt;/strong&gt; track-based animation engine powers UIAnimation and Juice Feedback playback.&lt;/p&gt;
&lt;!-- GS_Core provides two standalone systems that are used across multiple gems: the **GS_Actions** channel-based behavior system and the **GS_Motion** track-based animation engine. --&gt;
&lt;p&gt;For architecture details, component properties, and C++ extension guides, see the &lt;a href="../../../framework/core/systems/"&gt;Framework API: Systems&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;!-- - [GS_Actions](#gs-actions) --&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#gs-motion"&gt;GS_Motion&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;!-- 
---

## GS_Actions {#gs-actions}

A channel-based system for triggering reusable behaviors on entities. Stack multiple Action components on the same channel to fire in parallel, or chain them in sequence using the On Complete Channel property.

&lt;a class="btn btn-sm btn-primary me-2 mb-2" href="./gs_actions/"&gt;GS_Actions&lt;/a&gt;
&lt;a class="btn btn-sm btn-secondary mb-2" href="../../../framework/core/systems/gs_actions/"&gt;API&lt;/a&gt; --&gt;
&lt;hr&gt;
&lt;h2 id="gs-motion"&gt;GS_Motion&lt;/h2&gt;
&lt;p&gt;Provides tween-style Motion Track components for animating transforms, colors, and values over time. Multiple tracks on the same entity run in parallel; chains are configured by setting an On Complete motion name.&lt;/p&gt;</description></item></channel></rss>