Documentation category

Game Management

Game Management is the backbone layer. These are the systems that decide how the game runs: saving, loading, respawning, sessions, game modes, events, players, teams, scores, spectating, level instances, and global flow. If the other categories are features, this category is the infrastructure that keeps the project coherent while those features run.

What This Enables

  • Save/load flows that can restore worlds, players, actors, inventories, and runtime state.
  • Respawn logic for players and world actors, including project-specific rules and spawn modes.
  • Session and game mode infrastructure for lobbies, playlists, match settings, rounds, win conditions, and game flow.
  • Player, team, and score managers that let multiplayer games reason about identity, teams, stats, winners, and events.

Working Advice

  • Know who owns the state. GameMode, GameState, PlayerController, PlayerState, GameInstance, SaveGame, and actor components all have different jobs.
  • Do not put every rule into one manager. Managers should coordinate; feature actors should still own their local behavior.
  • When a game starts feeling complex, this category is where you come back to find the boundaries again.