UI Manager it's a UI/GUI/Windows solution for Unity with layers approach, It's built to support the most variety of games with complex demands and expensive UI.
- Automatically Instantiation and manage of windows based on Layers
- Built on ScriptableObject Collection, so you have quick access by code/inspector of your Windows and features.
- Transitions support, you can quickly define a series of transition per window, and quickly create and reuse new ones.
- Quickly access window events
- Fully events system for interacting with window.
- Full Window Interfaces for quickly develop windows components.
- 2 Layers Behaviours,
Exclusive
: will close the current open window before opening a new one,Additive
: will open the new window on top - Groups Support, setup your windows based on groups (Gameplay / Meta / Shop) and quickly load / unload specific groups to free memory
- Script Based, not messying around trying to see where a window reference is.
- UI Manager needs 4 different Scriptable Object Collections to work WindowIDs, LayerIDs, GroupIDs and Transitions, you should be able to create it by the
Tools / UI Manager / Initial Setup
- Every GUI that you want to display on the system, needs his own unique identifier (WindowIDs) right now the system comes with the following options:
PrefabBasedWindowID
andAddressablesBasedWindowID
if you have the AddressableSystem package on your project.
- How do I create a new Window?
- To create a new Window you need both a new
WindowID
and a Prefab, after creating a new one on theWindowIDs
and define the target settings, you just need to assign thePrefab
reference into the WindowID to work.
- To create a new Window you need both a new
- How do I access the Windows Manager?
- The windows manager its a pure solution for working with UI, so I doesn't come with a Singleton/Service Locator/DI System, feel free to use whatever your project needs.
- After the initial setup is done, you can use the static generated file generated out of
WindowIDs
to interact with windows, ex.:AllWindows.MainMenu.Open();
- How can I access the events?
- You can subscribe to any window event by:
windowManager.SubscribeToWindowEvent(WindowEvent targetEvent, WindowID windowID, Action callback)
and `windowManager.SubscribeToAnyWindowEvent(WindowEvent targetEvent, Action callback) - Available Window Events:
OnWillOpen, OnOpened, OnWillClose, OnClosed, OnLostFocus, OnGainFocus
- You can also subscribe to specific transitions
windowsManager.SubscribeToTransitionEvent(AllWindows.MainMenu, AllWindows.Shopping, OnEnterShopFromMainMenu);
- You can subscribe to any window event by:
- I want some component of a Window to do something when the window is open
- You just need your child component of the window to implement one of the WindowInterfaces:
IOnAfterWindowOpen
- You just need your child component of the window to implement one of the WindowInterfaces:
- I want to create a new transition
- Just select the Transitions Collection and create a new type by using the Add Menu, you can do the transition that you want.
Unity 2018.4.0 or later versions
The package is available on the openupm registry. It's recommended to install it via openupm-cli.
openupm add com.brunomikoski.uimanager
You can also install via git URL by adding this entry in your manifest.json
"com.brunomikoski.uimanager": "https://github.com/brunomikoski/UIManager.git"
from Window->Package Manager, click on the + sign and Add from git: https://github.com/brunomikoski/UIManager.git
- You can freely use Scriptable Object Collection in both commercial and non-commercial projects
- You can redistribute verbatim copies of the code, along with any readme files and attributions
- You can modify the code only for your own (company/studio) use and you cannot redistribute modified versions outside your own company/studio (but you can send pull requests to me)