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Architecture

This page describes the runtime architecture, diagnostics, and assembly integration.

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.

The Player inspector panel displays:

  • current normalized playhead and speed;
  • active Windows; and
  • Branch results and upcoming jumps.

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.

The extension uses Game Creator 2 public APIs and does not modify Game Creator core files.