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ScreenManager

Flexible way to manage your UI with transitions, layers and proper navigation handling for Unity.

Features

Gif

Gif

( Note: The inspector window is not forcefully updated, which is why it lags a bit behind )

Screenshots

Screenshot Screenshot Screenshot Screenshot

Sample code

screenmgr.Show("MainMenu");
screenmgr.ShowPopup<Popup>("Alertbox").Message = "Custom Alert Text";
screenmgr.HideAll();

Info

How to use ?

Simply create a new ScreenManager on any canvas element. (Preferably right underneath the main canvas element.)

Ignore the ScreenManager settings for now, let's create some screens.

To start, we can add SimpleTweenScreen under ScreenManager GameObject.

For custom screens: You can either inherit BaseScreen class or any other pre-made classes: AnimatorScreen, Popup, SimpleTweenScreen, TweenedScreen

Once SimpleTweenScreen is added, you'll notice few things :

By default BaseScreen class provides several important settings, these settings are the core of makes the screen work so well :

You can leave those settings as they are for now, no need for additional configuration.

Once we added SimpleTweenScreen to all our screens, we can define our default screen that's going to be open on run.

Go to ScreenManager ( Shortcut Ctrl+Alt+T or Window/Select ScreenManager in the menu )

Select your SimpleTweenScreen in the Screens section. Once selected you'll see a button named "Set Default" appear.

Click on it, it will set that screen as the default/main screen.

ScreenManager

Now that's done we can pass to setting up our buttons.

There's two ways to setup the buttons :

Button Button

You can either show a screen by its name, or by it's GameObject reference.

( Tutorial to be finished )

Contribution

There's always more to add, so if you want to help then feel free to contribute !