<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Splitscreen on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/splitscreen/</link><description>Recent content in Splitscreen on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/splitscreen/index.xml" rel="self" type="application/rss+xml"/><item><title>Channels &amp; Instancing</title><link>https://gsplay.genomestudios.ca/docs/framework/phantomcam/cam_manager/channels/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/phantomcam/cam_manager/channels/</guid><description>&lt;p&gt;A &lt;strong&gt;channel&lt;/strong&gt; is one player viewpoint slot. Each channel owns its own rig (spawned from a prefab), its own &lt;a href="../../cam_core/"&gt;Cam Core&lt;/a&gt;, zero or more &lt;a href="../../phantom_cameras/"&gt;Phantom Cameras&lt;/a&gt; registered to it, a bound target, and its own priority table. Channel 0 (&lt;code&gt;DefaultChannelId&lt;/code&gt;) is the implicit default for all legacy / single-player flows.&lt;/p&gt;
&lt;p&gt;The channel system progressively discloses across three authoring tiers — Tier 1 single-cam, Tier 2 single-player rig, Tier 3 multi-channel. The per-cam authoring surface is identical across tiers; only the &lt;a href="../"&gt;Cam Manager&lt;/a&gt; configuration changes.&lt;/p&gt;</description></item><item><title>Channels &amp; Instancing</title><link>https://gsplay.genomestudios.ca/docs/the_basics/phantomcam/cam_manager/channels/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/phantomcam/cam_manager/channels/</guid><description>&lt;p&gt;GS_PhantomCam can be configured at three different tiers depending on what your project needs. Most projects use Tier 1 (single-cam) or Tier 2 (single-player rig). Co-op, split-screen, and per-player-cinematic projects use Tier 3 (multi-channel). The &lt;strong&gt;per-cam authoring surface is identical across tiers&lt;/strong&gt; — what changes is the &lt;a href="../"&gt;Cam Manager&lt;/a&gt; configuration and how many rigs the system spawns.&lt;/p&gt;
&lt;p&gt;This page is a concept primer. For step-by-step Tier 1 / Tier 2 / Tier 3 walkthroughs, common Tier 3 patterns, and the lobby-flow recipe for variable player counts, see the recipes collection.&lt;/p&gt;</description></item><item><title>Channel Tier Configurations</title><link>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/channel_tier_configurations/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/channel_tier_configurations/</guid><description>&lt;p&gt;GS_PhantomCam can be configured at three different tiers depending on what your project needs. Most projects use Tier 1 (single-cam) or Tier 2 (single-player rig). Co-op, split-screen, and per-player-cinematic projects use Tier 3 (multi-channel). The &lt;strong&gt;per-cam authoring surface is identical across tiers&lt;/strong&gt; — what changes is the Cam Manager configuration and how many rigs the system spawns.&lt;/p&gt;
&lt;p&gt;For the concept of channels, the choose-a-tier table, and pitfalls, see &lt;a href="../../../../the_basics/phantomcam/cam_manager/channels/"&gt;The Basics: Channels &amp;amp; Instancing&lt;/a&gt;. For the full bus surface and internal state, see &lt;a href="../../../../framework/phantomcam/cam_manager/channels/"&gt;Channels &amp;amp; Instancing (Framework API)&lt;/a&gt;.&lt;/p&gt;</description></item></channel></rss>