Architecture
This page describes the runtime architecture, diagnostics, and assembly integration.
Runtime design
Section titled “Runtime design”Animation Montages uses three performance techniques:
| Technique | Documented behavior |
|---|---|
| Identifier caching | Convert labels for Notifies, Windows, and Sections to cached numeric hashes during editing. |
| Memory pooling | Reuse playheads and timers rather than allocating them for each playback. |
| Direct event mapping | Connect callbacks to cached functions without runtime reflection. |
It also states that Montage instructions are prepared as native Game Creator 2 runners during authoring and executed through Game Creator’s instruction pipeline.
These details imply an allocation-conscious design, but they do not establish a universal zero-allocation guarantee. Profile the actual package on target hardware.
Play Mode diagnostics
Section titled “Play Mode diagnostics”The Player inspector panel displays:
- current normalized playhead and speed;
- active Windows; and
- Branch results and upcoming jumps.
Assembly definitions
Section titled “Assembly definitions”The package uses Unity predefined assemblies. For projects with custom .asmdef boundaries, add
an assembly definition under
Assets/Plugins/SkywardGames/AnimationMontages/:
{ "name": "SkywardGames.AnimationMontages", "references": ["GameCreator.Runtime.Core", "GameCreator.Runtime.Characters", "Unity.InputSystem"]}Verify each assembly reference against the installed Game Creator 2 and Input System packages.
Core-file isolation
Section titled “Core-file isolation”The extension uses Game Creator 2 public APIs and does not modify Game Creator core files.

