Action
The base class for triggerable actions — channel-based firing, completion broadcasting, and action chaining for lightweight behavior sequencing.
The base class for triggerable actions — channel-based firing, completion broadcasting, and action chaining for lightweight behavior sequencing.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
Data assets for input binding configuration — map key bindings to named events, organized into toggleable groups for advanced runtime input control.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
List of UI Actions
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
The configuration system — input profiles, input readers, and runtime settings management for gameplay and accessibility.
A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
A collection of utility libraries — easing curves, spring dampers, physics trigger volumes, gradients, and entity helpers.
A utility system for triggerable single-purpose actions — fire discrete behaviors from any system without recoding logic for each component.
Starter template files for creating custom GS_Core components — C++ classes and Script Graph files for managers, savers, stage data, and actions.
Pre-built actions included in GS_Core — ready-to-use triggerable behaviors for common game functionality.