Gameplay
Ceres Gameplay is a lightweight Actor-based scaffold for projects that need shared world lifecycles, scene composition, and gameplay services without adopting a large application framework. It is implemented by the Ceres.Gameplay assembly and builds on Ceres Core, Graph, and Flow.
Gameplay provides reusable contracts and runtime services. Projects still own their game-specific state, spawning rules, save model, networking, and presentation architecture.
Module map
| Area | Purpose |
|---|---|
| World and Actors | GameWorld, Actors, Components, Controllers, versioned handles, world subsystems, and actor snapshots |
| Actor Flow | Actor lifecycle events, embedded or shared graphs, remote graph selection, and Gameplay nodes |
| Level | DataTable-authored levels, Addressables scene loading, progress, events, and additive scene ownership |
| AI and Spatial Queries | Job-backed spatial queries built on world actor snapshots |
| Animation | Script-driven PlayableGraph layers, blending, sequences, and notifications |
| Audio and FX | Pooled playback from direct assets or Addressables addresses |
| Graphics | Reactive render settings and data-driven volume profiles |
| Capture | Camera and screen capture with platform gallery integration |
| Mod | Mod discovery, validation, configuration, and Addressables content mounting |
These modules are independent entry points over the same world and Core services. Use only the parts required by the project.
Dependency direction
Gameplay is the highest framework layer: Ceres → Ceres.Graph → Ceres.Flow → Ceres.Gameplay.
Core services do not depend on Gameplay. Gameplay can expose its C# APIs to Flow, use Core resources and DataTables, and share Graph runtime infrastructure.
Start here
- Start with World and Actors when defining the runtime ownership model.
- Add Actor Flow only to actors that need visually authored behavior.
- Use Level when a gameplay level spans one or more Addressables scenes.
- Read Ceres Architecture and Concepts for the boundary between Core, Graph, Flow, and Gameplay.