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Mastering Unity Game Development with C#

You're reading from   Mastering Unity Game Development with C# Harness the full potential of Unity 2022 game development using C#

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Product type Paperback
Published in Jul 2024
Publisher Packt
ISBN-13 9781835466360
Length 356 pages
Edition 1st Edition
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Author (1):
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Mohamed Essam Mohamed Essam
Author Profile Icon Mohamed Essam
Mohamed Essam
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Table of Contents (17) Chapters Close

Preface 1. Part 1: Game Design and Project Structure FREE CHAPTER
2. Chapter 1: An Introduction to Game Design and Project Management 3. Chapter 2: Writing Clean and Modular C# Code for Unity Game Development 4. Part 2: Advanced C# Game Development Techniques in Unity
5. Chapter 3: Extending Functionality with Unity Plugins 6. Chapter 4: Implementing Engaging Game Mechanics Using C# in Unity 7. Chapter 5: Designing Optimized User Interfaces with C# for Unity Games 8. Part 3: Data Management and Code Collaboration with C# in Unity
9. Chapter 6: Effective Game Data Handling and Management with C# in Unity 10. Chapter 7: Contributing to Existing Code Bases in Unity with C# 11. Part 4: Advanced Integration and External Assets with C# in Unity
12. Chapter 8: Implementing External Assets, APIs, and Pre-Built Components with C# in Unity 13. Chapter 9: Optimizing the Game Using Unity’s Profiler, Frame Debugger, and Memory Profiler 14. Chapter 10: Tips and Tricks in Unity 15. Index 16. Other Books You May Enjoy

Creating a UI system using C#

In this section, we will create a C# system for handling UI behavior, leveraging optimization tips and the MVC structure to achieve our objectives. This involves creating a UIManager class to oversee views, a BaseView class containing core view logic, and a practical example demonstrating the implementation of the UI system.

The UIManager class

To kick off this system, we’ll establish a base class called UIManager. This class will handle the invocation of show and hide functions for views and will act as a container for all the views. For each scene, we’ll create a child of UIManager, responsible for controlling the views within that specific scene. This scene-specific manager will hold all the views, providing us with better control over them. This setup allows us to hide all views, ensuring that only one view is active at a time, which is advantageous for performance.

The following code block provides a sample of the UIManager...

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