<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Tug on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/tug/</link><description>Recent content in Tug on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/tug/index.xml" rel="self" type="application/rss+xml"/><item><title>Additive Stage Variants</title><link>https://gsplay.genomestudios.ca/docs/framework/phantomcam/phantom_cameras/stages/additives/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/phantomcam/phantom_cameras/stages/additives/</guid><description>&lt;p&gt;Additive stages stack — multiple may run per cam. Each declares its phase via &lt;code&gt;GetStage()&lt;/code&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;&lt;code&gt;Reposition&lt;/code&gt;&lt;/strong&gt; — runs BEFORE noise. Corrections (collision, occlusion, tug reposition). State after this phase is captured as &lt;code&gt;m_stablePose&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;&lt;code&gt;Noise&lt;/code&gt;&lt;/strong&gt; — runs AFTER reposition. Perturbations (camera shake, drift, impulses). State after this phase is captured as &lt;code&gt;m_finalPose&lt;/code&gt;.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The &lt;a href="../../"&gt;Phantom Camera component&lt;/a&gt; partitions additives into &lt;code&gt;m_repositionStages&lt;/code&gt; and &lt;code&gt;m_noiseStages&lt;/code&gt; once at slot-assign time so per-tick code does not re-check the enum each frame.&lt;/p&gt;</description></item><item><title>Camera Tug Configurations</title><link>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/camera_tug_configurations/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/camera_tug_configurations/</guid><description>&lt;p&gt;Tug Fields pull the camera&amp;rsquo;s pose toward a designated point while a proxy entity is inside a defined PhysX trigger volume. Each recipe below assumes the PhysX layer setup (&lt;code&gt;TugProxy&lt;/code&gt; ↔ &lt;code&gt;TugField&lt;/code&gt; collision-group pair) is already configured for your project.&lt;/p&gt;
&lt;p&gt;For the concept, the three-component model, and the PhysX layer setup walkthrough, see &lt;a href="../../../../the_basics/phantomcam/tug_fields/"&gt;The Basics: Tug Fields&lt;/a&gt;. For the per-tick algorithm and per-field reference, see &lt;a href="../../../../framework/phantomcam/tug_fields/"&gt;Tug Fields (Framework API)&lt;/a&gt;.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Before starting any recipe:&lt;/strong&gt; Confirm the PhysX layer setup. If &lt;code&gt;TugProxy&lt;/code&gt; and &lt;code&gt;TugField&lt;/code&gt; aren&amp;rsquo;t paired (and only paired) in your collision-group preset, &lt;strong&gt;nothing will fire&lt;/strong&gt; — that is the single biggest authoring failure for this system.&lt;/p&gt;</description></item><item><title>Tug Fields</title><link>https://gsplay.genomestudios.ca/docs/framework/phantomcam/tug_fields/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/phantomcam/tug_fields/</guid><description>&lt;p&gt;Tug Fields are a spatial reposition system that modulates the camera&amp;rsquo;s pose (position and / or rotation) when a designated proxy entity enters a defined volume. Used for environmental cinematography — pulling the cam toward a vista point when the player walks past a railing, slerping the aim toward a focal point as the player passes a mantle, etc.&lt;/p&gt;
&lt;p&gt;The system is &lt;strong&gt;three-part decoupled&lt;/strong&gt;:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;&lt;code&gt;CameraTugVolumeComponent&lt;/code&gt;&lt;/strong&gt; — spatial gate. Lives on an entity with a PhysX trigger collider on the &lt;code&gt;TugField&lt;/code&gt; layer.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;&lt;code&gt;CameraTugSourceComponent&lt;/code&gt;&lt;/strong&gt; — geometric pull configuration. Decoupled from the volume so the activation region and the focal point can be physically apart.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;&lt;code&gt;TugFieldProxyComponent&lt;/code&gt;&lt;/strong&gt; — opt-in marker on entities that should engage tug fields. Lives on the target (or its descendant, or a cam-side descendant).&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;The cam-side consumers are reposition-phase additives:&lt;/p&gt;</description></item><item><title>Tug Fields</title><link>https://gsplay.genomestudios.ca/docs/the_basics/phantomcam/tug_fields/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/phantomcam/tug_fields/</guid><description>&lt;p&gt;Tug Fields pull the camera&amp;rsquo;s pose toward a designated point while the player (or any &amp;ldquo;proxy&amp;rdquo; entity) is inside a defined PhysX trigger volume. Use them for environmental cinematography — a railing that pulls the cam&amp;rsquo;s gaze toward a vista, a doorway that draws the cam toward what&amp;rsquo;s beyond, a hazard that draws attention as the player passes.&lt;/p&gt;
&lt;p&gt;The system is built from three decoupled components — a volume, a source, and a proxy — plus one or two listener stages on the cam. Each piece is small; the combination is flexible.&lt;/p&gt;</description></item></channel></rss>