Table of Contents

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: CeresCeres.GraphCeres.FlowCeres.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