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Movement and Controllers

Isthimius edited this page Jun 22, 2026 · 2 revisions

Gondwana’s movement system centers on MovementController, which manages how a movable object changes position over time.

It supports three movement styles:

  • Follow
  • Scripted
  • Integrated

Follow

Follow mode keeps an object tracking a target, either hard or smoothly. This is useful for camera-like motion, companion motion, or “move toward a live point of interest” behavior.

Scripted

Scripted movement is for explicit motion plans:

  • tweening
  • move-toward behaviors
  • time-based motion sequences

This is the right fit for cutscenes, UI-like motion, and authored transitions.

Integrated

Integrated movement is the more physics-like mode. Velocity and acceleration are advanced over time, making it suitable for ordinary gameplay motion.


Priority model

Each frame, the controller resolves movement in this order:

  1. follow
  2. scripted
  3. integrated

That means authored (scripted) or tracking (follow) motion can temporarily “own” the frame before free integration runs.


Why this is nice

The system gives you one controller abstraction instead of making you choose between completely separate movement subsystems.


Where to read next

  • Gondwana/Movement/MovementController.cs
  • Gondwana/Movement/MovementController.Follow.cs
  • Gondwana/Movement/MovementController.Scripted.cs
  • Gondwana/Movement/MovementController.Integrated.cs

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