Options Manager
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.
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.
Data assets for input binding configuration — map key bindings to named events, organized into toggleable groups for advanced runtime input control.
Component that reads input through the active profile and fires named gameplay events, with runtime group toggling and input claiming.
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.
The window modes GS_Options drives, how resolution relates to render resolution, and the platform limits worth stating plainly.