A powerful and flexible UI management system for Unity that provides a robust abstraction layer for handling game UI with support for layers, async loading, and UI sets. This service streamlines UI development by managing the complete lifecycle of UI presenters, from loading and initialization to display and cleanup.
- Key Features
- System Requirements
- Installation
- Package Structure
- Dependencies
- Quick Start
- Core Concepts
- API Documentation
- Advanced Features
- Performance Optimization
- Troubleshooting
- Examples
- Contributing
- Support
- License
- 🎭 UI Presenter Pattern - Clean separation of UI logic with lifecycle management
- 🧩 Feature Composition - Modular feature system for extending presenter behavior
- 📚 Layer-based Organization - Organize UI elements by depth layers
- 🔄 Async Loading - Load UI assets asynchronously with UniTask support
- 📦 UI Sets - Group related UI elements for batch operations
- 🔀 Multi-Instance Support - Multiple instances of the same UI type with unique addresses
- 💾 Memory Management - Efficient loading/unloading of UI assets
- 🎯 Type-safe API - Generic methods for compile-time safety
- 📊 Analytics & Performance Tracking - Optional analytics system with dependency injection
- 🛠️ Editor Tools - Three powerful editor windows for debugging and monitoring
- 📱 Responsive Design - Built-in support for safe areas and screen size adjustments
- 🔧 Addressables Integration - Seamless integration with Unity's Addressables system
- 🎨 UI Toolkit Support - Compatible with both uGUI and UI Toolkit
- Unity 6000.0 or higher
- Addressables 2.6.0 or higher
- UniTask 2.5.10 or higher
- TextMeshPro 3.0.9 or higher
- Git (for installation via Package Manager)
- Open Unity Package Manager (
Window→Package Manager) - Click the
+button and selectAdd package from git URL - Enter the following URL:
https://github.com/CoderGamester/com.gamelovers.uiservice.git
Add the following line to your project's Packages/manifest.json:
{
"dependencies": {
"com.gamelovers.uiservice": "https://github.com/CoderGamester/com.gamelovers.uiservice.git"
}
}<root>
├── package.json # Package manifest with dependencies and metadata
├── README.md # This documentation file
├── CHANGELOG.md # Version history and release notes
├── LICENSE.md # MIT license terms
├── Runtime/ # Core runtime scripts for the UI service
│ ├── GameLovers.UiService.asmdef # Assembly definition for runtime code
│ ├── IUiService.cs # Main service interfaces
│ ├── UiService.cs # Core service implementation
│ ├── UiPresenter.cs # Base presenter classes
│ ├── UiConfigs.cs # Configuration ScriptableObjects
│ ├── UiInstanceId.cs # Multi-instance support structure
│ ├── UiSetConfig.cs # UI set configuration
│ ├── UiAnalytics.cs # Analytics and performance tracking
│ ├── UiAssetLoader.cs # Addressables integration
│ ├── Features/ # Composable presenter features
│ │ ├── IPresenterFeature.cs # Feature interface
│ │ ├── PresenterFeatureBase.cs # Base feature implementation
│ │ ├── AnimationDelayFeature.cs # Animation-based delays
│ │ ├── TimeDelayFeature.cs # Time-based delays
│ │ └── UiToolkitPresenterFeature.cs # UI Toolkit integration
│ └── Views/ # Helper view components
│ ├── SafeAreaHelperView.cs
│ ├── NonDrawingView.cs
│ ├── InteractableTextView.cs
│ └── AdjustScreenSizeFitterView.cs
├── Editor/ # Unity Editor extensions and tools
│ ├── GameLovers.UiService.Editor.asmdef # Assembly definition for editor code
│ ├── UiConfigsEditor.cs # Custom inspector for UiConfigs with visual hierarchy
│ ├── UiPresenterEditor.cs # Custom inspector for presenters with quick controls
│ ├── UiAnalyticsWindow.cs # Real-time analytics monitoring window
│ ├── UiServiceHierarchyWindow.cs # Live UI hierarchy debugging window
│ ├── DefaultUiConfigsEditor.cs # Default configuration setup
│ └── NonDrawingViewEditor.cs # Custom inspector for NonDrawingView
└── Samples~/ # Example implementations
├── README.md # Samples documentation
├── BasicUiFlow/ # Basic presenter usage
├── DataPresenter/ # Data-driven UI examples
├── DelayedPresenter/ # Time and animation delay examples
├── UiToolkit/ # UI Toolkit integration
├── DelayedUiToolkit/ # Combined features examples
└── Analytics/ # Analytics integration example
This package requires:
- Unity Addressables (v2.6.0+) - For async asset loading
- UniTask (v2.5.10+) - For efficient async operations
Dependencies are automatically resolved when installing via Unity Package Manager.
First, create a UI configuration asset:
- Right-click in Project View
- Navigate to
Create→ScriptableObjects→Configs→UiConfigs - Configure your UI presenters in the created asset
using UnityEngine;
using GameLovers.UiService;
public class GameInitializer : MonoBehaviour
{
[SerializeField] private UiConfigs _uiConfigs;
private IUiServiceInit _uiService;
void Start()
{
// Create and initialize the UI service (without analytics)
_uiService = new UiService();
_uiService.Init(_uiConfigs);
// Or with analytics (opt-in)
// var analytics = new UiAnalytics();
// _uiService = new UiService(new UiAssetLoader(), analytics);
// _uiService.Init(_uiConfigs);
}
}using UnityEngine;
using GameLovers.UiService;
public class MainMenuPresenter : UiPresenter
{
[SerializeField] private Button _playButton;
[SerializeField] private Button _settingsButton;
protected override void OnInitialized()
{
_playButton.onClick.AddListener(OnPlayClicked);
_settingsButton.onClick.AddListener(OnSettingsClicked);
}
protected override void OnOpened()
{
Debug.Log("Main menu opened!");
// Perform opening animations or setup
}
protected override void OnClosed()
{
Debug.Log("Main menu closed!");
// Cleanup or save state
}
private void OnPlayClicked()
{
Close(destroy: false);
_uiService.OpenUiAsync<GameplayHudPresenter>();
}
private async void OnSettingsClicked()
{
var settings = await _uiService.OpenUiAsync<SettingsPresenter>();
// Settings is now open and ready
}
}public class GameManager : MonoBehaviour
{
private IUiService _uiService;
async void Start()
{
// Open main menu
var mainMenu = await _uiService.OpenUiAsync<MainMenuPresenter>();
// Check if a UI is visible
if (_uiService.IsVisible<MainMenuPresenter>())
{
Debug.Log("Main menu is currently visible");
}
// Close specific UI
_uiService.CloseUi<MainMenuPresenter>();
// Close all UI
_uiService.CloseAllUi();
}
}The package includes three powerful editor windows for managing, monitoring, and debugging your UI system:
Monitor UI performance metrics and events in real-time during play mode.
Opening the Window:
- Navigate to Tools → UI Service → Analytics
Features:
- Real-time Performance Metrics - View load, open, and close durations for each UI
- Usage Statistics - Track open/close counts and total lifetime for each presenter
- Color-coded Performance - Visual indicators for slow operations (green/yellow/red)
- Timeline Information - See when UIs were first opened and last closed
- Auto-refresh - Automatically updates metrics while playing
- Clear Data - Reset all collected analytics
- Log Summary - Export performance summary to console
Usage:
- Open Tools → UI Service → Analytics
- Enter Play Mode
- Use your UI system normally
- View metrics updating in real-time
Performance Thresholds:
- Load Time: <0.1s (green), <0.5s (yellow), ≥0.5s (red)
- Open/Close Time: <0.05s (green), <0.2s (yellow), ≥0.2s (red)
Note: Analytics must be enabled in your UiService initialization to see data:
var analytics = new UiAnalytics();
var uiService = new UiService(new UiAssetLoader(), analytics);View and control all active UI presenters in the scene during play mode.
Opening the Window:
- Navigate to Tools → UI Service → Hierarchy Window
Features:
- Live UI Hierarchy - See all loaded presenters grouped by layer
- Status Indicators - Visual open (🟢) / closed (🔴) status for each UI
- Quick Controls - Open/close any UI with one click
- Detailed Inspector - Expand presenters to see full details
- GameObject Navigation - Select and ping presenters in the hierarchy
- Instance Information - View instance addresses for multi-instance UIs
- Batch Operations - Close all UIs at once
- Auto-refresh - Updates every 0.5 seconds automatically
Usage:
- Open Tools → UI Service → Hierarchy Window
- Enter Play Mode
- See all active presenters organized by layer
- Click on any presenter to expand details
- Use quick controls to open/close/destroy UIs
Keyboard Shortcuts:
- Click presenter name to select in hierarchy
- "Open" button to open closed UIs
- "Close" button to close open UIs
Built-in custom inspector for visualizing your UI configuration and layer organization.
Features:
- Visual Layer Hierarchy - See all UIs grouped by layer number in the inspector
- Color-coded Layers - Each layer has a unique color for easy identification
- Configuration Overview - View UiConfigs structure directly in the inspector
- Drag & Drop Support - Reorder UI configs and sets with drag-and-drop
- Collapsible Sections - Expand/collapse layers and sets for better organization
- Search & Filter - Find specific UIs quickly within the inspector
- Statistics Panel - Total UIs, layer distribution, sync vs async loading stats
- Synchronous Loading Indicators - Clearly marks UIs that load synchronously
- UI Set Management - Create, edit, and organize UI sets visually
Usage:
- Select your
UiConfigsScriptableObject in the Project window - View the enhanced inspector with visual layer hierarchy
- Browse layer organization and configuration
- Use drag-and-drop to reorder items
- Review statistics for optimization insights
Inspector Sections:
- Configuration - Main UI configuration list with layer visualization
- UI Sets - Manage groups of related UIs
- Statistics - Overview of your UI configuration
- Layer Hierarchy - Visual tree view of all layers and their UIs
The UiPresenter is the base class for all UI elements in the system. It provides:
- Lifecycle callbacks -
OnInitialized(),OnOpened(),OnClosed() - State management - Track open/closed state
- Service integration - Direct access to UI service
public class BasicPopup : UiPresenter
{
protected override void OnInitialized()
{
// Called once when the presenter is first loaded
// Set up UI elements, subscribe to events
}
protected override void OnOpened()
{
// Called every time the UI is shown
// Start animations, refresh data
}
protected override void OnClosed()
{
// Called when the UI is hidden
// Stop animations, save state
}
}For UI that needs initialization data:
public struct PlayerProfileData
{
public string PlayerName;
public int Level;
public Sprite Avatar;
}
public class PlayerProfilePresenter : UiPresenter<PlayerProfileData>
{
[SerializeField] private Text _nameText;
[SerializeField] private Text _levelText;
[SerializeField] private Image _avatarImage;
protected override void OnSetData()
{
// Called when data is set
_nameText.text = Data.PlayerName;
_levelText.text = $"Level {Data.Level}";
_avatarImage.sprite = Data.Avatar;
}
}
// Usage
var profileData = new PlayerProfileData
{
PlayerName = "Hero",
Level = 42,
Avatar = avatarSprite
};
await _uiService.OpenUiAsync<PlayerProfilePresenter, PlayerProfileData>(profileData);The UI Service uses a feature-based composition system that allows you to extend presenter behavior without inheritance complexity. Features are self-contained components that add specific capabilities to your presenters.
Adds time-based delays to UI opening and closing:
[RequireComponent(typeof(TimeDelayFeature))]
public class DelayedPopup : UiPresenter
{
[SerializeField] private TimeDelayFeature _delayFeature;
protected override void OnInitialized()
{
// Subscribe to delay completion events
_delayFeature.OnOpenCompletedEvent += OnDelayComplete;
}
private void OnDelayComplete()
{
Debug.Log("Opening delay completed!");
}
private void OnDestroy()
{
if (_delayFeature != null)
_delayFeature.OnOpenCompletedEvent -= OnDelayComplete;
}
}Configuration:
Open Delay In Seconds- Time to wait after opening (default: 0.5s)Close Delay In Seconds- Time to wait before closing (default: 0.3s)
Synchronizes UI lifecycle with animation clips:
[RequireComponent(typeof(AnimationDelayFeature))]
public class AnimatedPopup : UiPresenter
{
[SerializeField] private AnimationDelayFeature _animationFeature;
protected override void OnInitialized()
{
_animationFeature.OnOpenCompletedEvent += OnAnimationComplete;
}
private void OnAnimationComplete()
{
Debug.Log("Animation completed!");
}
}Configuration:
Animation Component- Auto-detected or manually assignedIntro Animation Clip- Plays when openingOutro Animation Clip- Plays when closing
Note: Delays automatically match animation clip lengths!
Provides UI Toolkit (UI Elements) integration:
[RequireComponent(typeof(UiToolkitPresenterFeature))]
public class UIToolkitMenu : UiPresenter
{
[SerializeField] private UiToolkitPresenterFeature _toolkitFeature;
private Button _playButton;
private Label _titleLabel;
protected override void OnInitialized()
{
var root = _toolkitFeature.Root;
_playButton = root.Q<Button>("play-button");
_titleLabel = root.Q<Label>("title-label");
_playButton.clicked += OnPlayClicked;
}
private void OnPlayClicked()
{
Close(destroy: false);
}
}Configuration:
Document- Auto-detectsUIDocumentcomponent- Access via
_toolkitFeature.Documentor_toolkitFeature.Root
Features can be freely combined:
[RequireComponent(typeof(TimeDelayFeature))]
[RequireComponent(typeof(UiToolkitPresenterFeature))]
public class DelayedUiToolkitPresenter : UiPresenter
{
[SerializeField] private TimeDelayFeature _delayFeature;
[SerializeField] private UiToolkitPresenterFeature _toolkitFeature;
protected override void OnInitialized()
{
// Disable UI until delay completes
_toolkitFeature.Root.SetEnabled(false);
_delayFeature.OnOpenCompletedEvent += EnableUI;
}
private void EnableUI()
{
_toolkitFeature.Root.SetEnabled(true);
}
}Extend PresenterFeatureBase to create your own features:
using UnityEngine;
using GameLovers.UiService;
/// <summary>
/// Custom feature that adds fade effect
/// </summary>
[RequireComponent(typeof(CanvasGroup))]
public class FadeFeature : PresenterFeatureBase
{
[SerializeField] private CanvasGroup _canvasGroup;
[SerializeField] private float _fadeDuration = 0.3f;
private void OnValidate()
{
_canvasGroup = _canvasGroup ?? GetComponent<CanvasGroup>();
}
public override void OnPresenterOpening()
{
_canvasGroup.alpha = 0f;
}
public override void OnPresenterOpened()
{
StartCoroutine(FadeIn());
}
private IEnumerator FadeIn()
{
float elapsed = 0f;
while (elapsed < _fadeDuration)
{
_canvasGroup.alpha = elapsed / _fadeDuration;
elapsed += Time.deltaTime;
yield return null;
}
_canvasGroup.alpha = 1f;
}
}Available Lifecycle Hooks:
OnPresenterInitialized(UiPresenter presenter)- Called once when presenter is initializedOnPresenterOpening()- Called before UI is shownOnPresenterOpened()- Called after UI is shownOnPresenterClosing()- Called before UI is hiddenOnPresenterClosed()- Called after UI is hidden
Benefits of Feature Composition:
- ✅ No Inheritance Conflicts - Mix any features freely
- ✅ Self-Contained Logic - Each feature owns its complete behavior
- ✅ Inspector Configuration - All settings visible and editable
- ✅ Reusable - Use the same feature across multiple presenters
- ✅ Scalable - Add new features without modifying existing code
UI elements are organized into layers, where higher layer numbers appear on top:
// Configure layers in your UiConfigs asset
// Layer 0: Background UI
// Layer 1: Game HUD
// Layer 2: Menus
// Layer 3: Popups
// Layer 4: System messages
// Close all UI in a specific layer
_uiService.CloseAllUi(layer: 2);Group related UI elements for batch operations:
// Define UI sets in your UiConfigs
// Set 1: Main Menu Set (logo, menu, background)
// Set 2: Gameplay Set (HUD, minimap, controls)
// Set 3: Shop Set (shop window, inventory, currency display)
// Load entire UI set
var loadTasks = _uiService.LoadUiSetAsync(setId: 2);
await UniTask.WhenAll(loadTasks);
// Close entire UI set
_uiService.CloseAllUiSet(setId: 2);
// Unload UI set from memory
_uiService.UnloadUiSet(setId: 2);The UI Service supports multiple instances of the same UI type using the UiInstanceId system. This allows you to have multiple instances of the same presenter active simultaneously, each with a unique instance address.
// Load multiple instances of the same UI type
var chest1 = await _uiService.LoadUiAsync<ChestRewardPresenter>(
instanceAddress: "chest_1");
var chest2 = await _uiService.LoadUiAsync<ChestRewardPresenter>(
instanceAddress: "chest_2");
// Open with data
await _uiService.OpenUiAsync<ChestRewardPresenter, ChestData>(
chestData1, instanceAddress: "chest_1");
await _uiService.OpenUiAsync<ChestRewardPresenter, ChestData>(
chestData2, instanceAddress: "chest_2");// Get specific instance
var chest1 = _uiService.GetUi<ChestRewardPresenter>(instanceAddress: "chest_1");
// Check if specific instance is visible
bool isVisible = _uiService.IsVisible<ChestRewardPresenter>(
instanceAddress: "chest_1");
// Close specific instance
_uiService.CloseUi<ChestRewardPresenter>(
instanceAddress: "chest_1", destroy: false);
// Unload specific instance
_uiService.UnloadUi<ChestRewardPresenter>(instanceAddress: "chest_1");// Get all loaded presenters
var allInstances = _uiService.GetLoadedPresenters();
foreach (var instance in allInstances)
{
Debug.Log($"Type: {instance.Type.Name}, Address: {instance.Address}");
}
// Filter by type
var chestInstances = allInstances
.Where(i => i.Type == typeof(ChestRewardPresenter))
.ToList();// Default instance (singleton behavior)
await _uiService.OpenUiAsync<MainMenuPresenter>();
// Named instances (multi-instance)
await _uiService.OpenUiAsync<DialogPresenter>(
instanceAddress: "confirm_purchase");
await _uiService.OpenUiAsync<DialogPresenter>(
instanceAddress: "confirm_exit");Best Practices:
- Use default instances (no address) for singleton UIs (HUD, main menu, etc.)
- Use named instances for UIs that can appear multiple times (dialogs, notifications, rewards)
- Always specify instance address when working with multi-instance UIs to avoid ambiguity
Note: If you call GetUi<T>() without specifying an instance address when multiple instances exist, a warning will be logged and the first found instance will be returned.
Configure your UI in the UiConfigs ScriptableObject:
- Type - The presenter class type
- Addressable Address - Addressable reference key to the UI prefab
- Layer - Which layer the UI belongs to (higher = closer to camera)
- Load Synchronously - Whether to load synchronously (use sparingly for critical UIs)
- UI Set ID - Optional grouping ID for batch operations
Creating a UiConfigs Asset:
- Right-click in Project View
- Navigate to
Create→ScriptableObjects→Configs→UiConfigs - Configure your UI presenters in the created asset
- Assign the asset to your UI service initialization
// Load UI into memory without opening
var ui = await _uiService.LoadUiAsync<InventoryPresenter>();
// Load and immediately open
var ui = await _uiService.LoadUiAsync<InventoryPresenter>(openAfter: true);
// Load with specific instance address (multi-instance)
var ui = await _uiService.LoadUiAsync<NotificationPresenter>(
instanceAddress: "reward_notification",
openAfter: false);
// Check if loaded
var loadedPresenters = _uiService.GetLoadedPresenters();
bool isLoaded = loadedPresenters.Any(p => p.Type == typeof(InventoryPresenter));
// Unload from memory
_uiService.UnloadUi<InventoryPresenter>();
// Unload specific instance
_uiService.UnloadUi<NotificationPresenter>(instanceAddress: "reward_notification");// Open UI (loads if necessary)
var shop = await _uiService.OpenUiAsync<ShopPresenter>();
// Open with data
var questData = new QuestData { QuestId = 101, Title = "Dragon Slayer" };
await _uiService.OpenUiAsync<QuestPresenter, QuestData>(questData);
// Close UI (keeps in memory)
_uiService.CloseUi<ShopPresenter>();
// Close and destroy
_uiService.CloseUi<ShopPresenter>(destroy: true);
// Get UI if loaded
var hud = _uiService.GetUi<GameHudPresenter>();// Load all UI in a set
var loadTasks = _uiService.LoadUiSetAsync(setId: 1);
var presenters = await UniTask.WhenAll(loadTasks);
// Add runtime UI to service
var dynamicUi = Instantiate(uiPrefab);
_uiService.AddUi(dynamicUi, layer: 3, openAfter: true);
// Remove UI set and get removed presenters
var removedPresenters = _uiService.RemoveUiSet(setId: 2);
foreach (var presenter in removedPresenters)
{
Destroy(presenter.gameObject);
}All async operations use UniTask for better performance and WebGL support:
// Sequential loading
var menu = await _uiService.OpenUiAsync<MainMenuPresenter>();
var settings = await _uiService.OpenUiAsync<SettingsPresenter>();
// Parallel loading
var menuTask = _uiService.OpenUiAsync<MainMenuPresenter>();
var hudTask = _uiService.OpenUiAsync<GameHudPresenter>();
await UniTask.WhenAll(menuTask, hudTask);
// With cancellation
var cts = new CancellationTokenSource();
try
{
await _uiService.OpenUiAsync<LoadingPresenter>()
.AttachExternalCancellation(cts.Token);
}
catch (OperationCanceledException)
{
Debug.Log("UI loading was cancelled");
}The UI Service includes an optional analytics system for tracking UI events and performance metrics. Analytics is opt-in via dependency injection.
using GameLovers.UiService;
using UnityEngine;
public class GameInitializer : MonoBehaviour
{
[SerializeField] private UiConfigs _uiConfigs;
void Start()
{
// Create analytics instance
var analytics = new UiAnalytics();
// Inject analytics into UI service
var uiService = new UiService(new UiAssetLoader(), analytics);
uiService.Init(_uiConfigs);
// Analytics is now tracking all UI events
}
}By default, the UI Service runs without analytics overhead:
// No analytics - uses NullAnalytics internally (zero overhead)
var uiService = new UiService();
uiService.Init(_uiConfigs);
// Or explicitly without analytics
var uiService = new UiService(new UiAssetLoader(), null);When analytics is enabled, the system automatically tracks:
- UI Loading - Time to load UI from Addressables
- UI Opening - Time to complete opening animations
- UI Closing - Time to complete closing animations
- UI Lifecycle - Total lifetime from first open to final close
- Open/Close Counts - How many times each UI was opened/closed
- Timestamps - When UI was first opened and last closed
public class PerformanceMonitor : MonoBehaviour
{
private IUiService _uiService;
void LogPerformance()
{
var analytics = _uiService.Analytics;
// Get all metrics
foreach (var kvp in analytics.PerformanceMetrics)
{
var metrics = kvp.Value;
Debug.Log($"{metrics.UiName}:");
Debug.Log($" Load Time: {metrics.LoadDuration:F3}s");
Debug.Log($" Open Time: {metrics.OpenDuration:F3}s");
Debug.Log($" Close Time: {metrics.CloseDuration:F3}s");
Debug.Log($" Opened {metrics.OpenCount} times");
Debug.Log($" Total Lifetime: {metrics.TotalLifetime:F1}s");
}
// Get specific UI metrics
var shopMetrics = analytics.GetMetrics(typeof(ShopPresenter));
if (shopMetrics.OpenCount > 0)
{
Debug.Log($"Shop was opened {shopMetrics.OpenCount} times");
}
// Print summary to console
analytics.LogPerformanceSummary();
}
}public class AnalyticsListener : MonoBehaviour
{
private IUiService _uiService;
void Start()
{
var analytics = _uiService.Analytics;
// Subscribe to Unity Events
analytics.OnUiOpened.AddListener(OnUiOpened);
analytics.OnUiClosed.AddListener(OnUiClosed);
analytics.OnPerformanceMetricsUpdated.AddListener(OnMetricsUpdated);
}
private void OnUiOpened(UiEventData data)
{
Debug.Log($"UI Opened: {data.UiName} on layer {data.Layer}");
// Send to your analytics backend
SendToBackend("ui_opened", data.UiName);
}
private void OnUiClosed(UiEventData data)
{
Debug.Log($"UI Closed: {data.UiName} (destroyed: {data.WasDestroyed})");
}
private void OnMetricsUpdated(UiPerformanceMetrics metrics)
{
// Track performance issues
if (metrics.LoadDuration > 1.0f)
{
Debug.LogWarning($"{metrics.UiName} took {metrics.LoadDuration:F2}s to load!");
}
}
}Implement IUiAnalyticsCallback for custom analytics backends:
public class CustomAnalytics : IUiAnalyticsCallback
{
public void OnUiLoaded(UiEventData data)
{
// Send to Firebase, Unity Analytics, or custom backend
FirebaseAnalytics.LogEvent("ui_loaded", new Parameter("ui_name", data.UiName));
}
public void OnUiOpened(UiEventData data)
{
MyAnalyticsService.Track("ui_opened", new {
name = data.UiName,
layer = data.Layer,
timestamp = data.Timestamp
});
}
public void OnUiClosed(UiEventData data)
{
MyAnalyticsService.Track("ui_closed", new {
name = data.UiName,
destroyed = data.WasDestroyed
});
}
public void OnUiUnloaded(UiEventData data)
{
// Track memory management
}
public void OnPerformanceMetricsUpdated(UiPerformanceMetrics metrics)
{
// Send performance data
if (metrics.LoadDuration > 0.5f)
{
MyAnalyticsService.TrackPerformance("slow_ui_load", metrics.UiName, metrics.LoadDuration);
}
}
}
// Register callback
void Start()
{
var analytics = new UiAnalytics();
analytics.SetCallback(new CustomAnalytics());
var uiService = new UiService(new UiAssetLoader(), analytics);
uiService.Init(_uiConfigs);
}You can create custom analytics implementations for special use cases:
public class FileLoggingAnalytics : IUiAnalytics
{
private readonly UiAnalytics _baseAnalytics = new UiAnalytics();
private readonly StreamWriter _logFile;
public FileLoggingAnalytics(string logPath)
{
_logFile = new StreamWriter(logPath, append: true);
}
public void TrackOpenComplete(Type uiType, int layer)
{
// Log to file
_logFile.WriteLine($"{DateTime.Now:HH:mm:ss} - Opened: {uiType.Name}");
_logFile.Flush();
// Also track normally
_baseAnalytics.TrackOpenComplete(uiType, layer);
}
// Implement other IUiAnalytics methods...
// Delegate to _baseAnalytics for standard tracking
}
// Usage
var analytics = new FileLoggingAnalytics("ui_events.log");
var uiService = new UiService(new UiAssetLoader(), analytics);The package includes several helper components:
Automatically adjusts UI for device safe areas (notches, rounded corners):
// Add SafeAreaHelperView component to UI panels that should respect safe areas
[RequireComponent(typeof(RectTransform))]
public class SafeAreaPanel : MonoBehaviour
{
void Awake()
{
gameObject.AddComponent<SafeAreaHelperView>();
}
}Optimize UI performance by making non-visible graphics non-rendering:
// Add to invisible UI elements that need to block raycasts
gameObject.AddComponent<NonDrawingView>();Responsive UI that adjusts to screen size:
// Add AdjustScreenSizeFitterView for responsive layouts
var fitter = gameObject.AddComponent<AdjustScreenSizeFitterView>();
// Configure min/max sizes in the inspectorMake text elements interactive with clickable links:
// Add InteractableTextView to TextMeshPro components
var interactableText = gameObject.AddComponent<InteractableTextView>();
// Supports <link> tags in TextMeshPro for clickable URLsLoad on Demand (Lazy Loading):
// Best for: Infrequently used UI, large asset sizes
await _uiService.OpenUiAsync<SettingsMenu>();
// Loads and opens in one call - UI loads when neededPreload (Eager Loading):
// Best for: Frequently used UI, critical path, avoid loading hitches
await _uiService.LoadUiAsync<GameHud>();
// Loads into memory but keeps hidden - ready to open instantlyWhen to Use Each Strategy:
| Strategy | Use For | Pros | Cons |
|---|---|---|---|
| On Demand | Settings, shops, rare popups | Lower initial memory | Loading hitch when opened |
| Preload | HUD, frequent dialogs | Instant display | Higher memory usage |
| Preload Sets | Level-specific UI groups | Batch loading efficiency | Memory overhead |
// Close but keep in memory (fast to reopen)
_uiService.CloseUi<Shop>(destroy: false);
// Close and unload from memory (free resources)
_uiService.CloseUi<Shop>(destroy: true);
// Or explicitly:
_uiService.UnloadUi<Shop>();When to Destroy:
- ✅ Large UI assets (>5MB)
- ✅ Level-specific UI when changing levels
- ✅ One-time tutorial/onboarding screens
- ❌ Frequently reopened UI (Settings, Pause Menu)
- ❌ Small, lightweight presenters
// Define in UiConfigs: SetId 1 = Main Menu Set
// Contains: MainMenu, Background, Logo, Buttons
// Load entire menu system at once
var tasks = _uiService.LoadUiSetAsync(setId: 1);
await UniTask.WhenAll(tasks);
// When done with menu (e.g., entering gameplay):
_uiService.CloseAllUiSet(setId: 1);
_uiService.UnloadUiSet(setId: 1); // Free all menu memoryRecommended Set Organization:
- Set 0: Core/Persistent UI (always loaded)
- Set 1-10: Scene-specific UI (load per scene)
- Set 11-20: Feature-specific UI (shop, inventory, etc.)
// Check what's currently loaded
Debug.Log($"Loaded presenters: {_uiService.LoadedPresenters.Count}");
foreach (var kvp in _uiService.LoadedPresenters)
{
Debug.Log($" - {kvp.Key.Name}");
}
// Monitor visible UI
Debug.Log($"Visible presenters: {_uiService.VisiblePresenters.Count}");Use Unity Profiler to monitor:
- Memory.Allocations - Watch for GC spikes during
OpenUiAsync - Memory.Total - Track memory after
LoadUiAsync/UnloadUi - Loading.AsyncLoad - Identify slow-loading UI assets
Red Flags:
- More than 10 presenters loaded simultaneously
- Loading same UI multiple times per second
- Memory not decreasing after
UnloadUi
// ❌ BAD - Opens new instance every frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
_uiService.OpenUiAsync<PauseMenu>().Forget();
}
// ✅ GOOD - Check if already visible
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape) && !_uiService.IsVisible<PauseMenu>())
_uiService.OpenUiAsync<PauseMenu>().Forget();
}// ❌ SLOW - Sequential loading (3 seconds total if each takes 1s)
await _uiService.OpenUiAsync<Hud>();
await _uiService.OpenUiAsync<Minimap>();
await _uiService.OpenUiAsync<Chat>();
// ✅ FAST - Parallel loading (1 second total)
await UniTask.WhenAll(
_uiService.OpenUiAsync<Hud>(),
_uiService.OpenUiAsync<Minimap>(),
_uiService.OpenUiAsync<Chat>()
);public async UniTask LoadLevel()
{
// Show loading screen
await _uiService.OpenUiAsync<LoadingScreen>();
// Preload level UI in parallel with level load
var uiTask = UniTask.WhenAll(
_uiService.LoadUiAsync<GameHud>(),
_uiService.LoadUiAsync<PauseMenu>(),
_uiService.LoadUiAsync<GameOverScreen>()
);
var levelTask = SceneManager.LoadSceneAsync("GameLevel").ToUniTask();
await UniTask.WhenAll(uiTask, levelTask);
// Hide loading screen
_uiService.CloseUi<LoadingScreen>();
}async void OnLevelComplete()
{
// Close all gameplay UI
_uiService.CloseAllUi(layer: 1); // Gameplay layer
// Unload gameplay UI set
_uiService.UnloadUiSet(setId: 2);
// Load main menu
await _uiService.OpenUiAsync<LevelCompleteScreen>();
}Animation Performance:
// ✅ GOOD - Use TimeDelayFeature for simple fades (lighter)
[RequireComponent(typeof(TimeDelayFeature))]
public class SimpleFadePopup : UiPresenter
{
[SerializeField] private TimeDelayFeature _delayFeature;
// Configure 0.3s delays in inspector
}
// ⚠️ HEAVIER - AnimationDelayFeature for complex animations
[RequireComponent(typeof(AnimationDelayFeature))]
public class ComplexAnimatedPopup : UiPresenter
{
[SerializeField] private AnimationDelayFeature _animationFeature;
// Only use if you need complex animation sequences
}Feature Best Practices:
- Keep open/close delays under 0.5 seconds for better user experience
- Use
TimeDelayFeaturefor simple timed delays (more performant) - Use
AnimationDelayFeatureonly when synchronized with actual animations - Disable
Animation/Animatorcomponents when UI is closed - Avoid adding unnecessary features - each feature adds minimal overhead but it adds up
Symptoms: UI opens but data fields are empty/default
Possible Causes & Solutions:
-
Not Using Generic Open Method
// ❌ WRONG - Data not passed await _uiService.OpenUiAsync<PlayerProfile>(); // ✅ CORRECT - Use generic overload var data = new PlayerData { Name = "Hero", Level = 10 }; await _uiService.OpenUiAsync<PlayerProfile, PlayerData>(data);
-
OnSetData Not Implemented
public class PlayerProfile : UiPresenter<PlayerData> { // ❌ MISSING - Override OnSetData // ✅ CORRECT protected override void OnSetData() { nameText.text = Data.Name; levelText.text = Data.Level.ToString(); } }
-
Wrong Base Class
// ❌ WRONG - Missing <T> generic public class PlayerProfile : UiPresenter // ✅ CORRECT public class PlayerProfile : UiPresenter<PlayerData>
Symptoms: UI with AnimationDelayFeature opens/closes instantly without animation
Possible Causes & Solutions:
-
Feature Not Added
// ❌ MISSING - Feature component not attached public class AnimatedPopup : UiPresenter { // Missing [RequireComponent(typeof(AnimationDelayFeature))] } // ✅ CORRECT [RequireComponent(typeof(AnimationDelayFeature))] public class AnimatedPopup : UiPresenter { [SerializeField] private AnimationDelayFeature _animationFeature; }
-
Animation Clips Not Assigned
// Check in Inspector: // - Animation Component is assigned // - Intro Animation Clip is assigned // - Outro Animation Clip is assigned // Or use TimeDelayFeature instead: [RequireComponent(typeof(TimeDelayFeature))] public class SimpleDelayedPopup : UiPresenter { [SerializeField] private TimeDelayFeature _delayFeature; // Configure delays in inspector }
-
Animation Component Missing
// AnimationDelayFeature requires an Animation component // Add Animation component to the GameObject // Or use Animator with AnimationClips
Error: KeyNotFoundException: The UiConfig of type X was not added to the service
Cause: UI type not registered in UiConfigs asset
Solution:
- Open your
UiConfigsScriptableObject asset - Add a new entry for your presenter type
- Set the addressable reference to your UI prefab
- Set the layer number
- Save the asset
// In UiConfigs inspector:
// Type: MyNewPresenter
// Addressable: Assets/UI/MyNewPresenter.prefab
// Layer: 2Cause: UI GameObject is active during initialization
Solution: UiService automatically handles this, but if creating UI manually:
// Ensure prefab's root GameObject is DISABLED in the prefab
// The service will enable it when readySymptoms: CancellationToken doesn't stop UI loading
Possible Causes:
-
Token Not Passed Through
// ❌ WRONG - Token not used await _uiService.OpenUiAsync<Shop>(); // ✅ CORRECT - Pass token var cts = new CancellationTokenSource(); await _uiService.OpenUiAsync<Shop>(cancellationToken: cts.Token);
-
Cancelling After Load Complete
// Can only cancel during async load, not after var task = _uiService.OpenUiAsync<Shop>(ct); await task; // Already complete cts.Cancel(); // Too late - no effect
- Check Unity Console - Look for warnings/errors from UiService
- Verify Dependencies - Ensure UniTask and Addressables are installed
- Review CHANGELOG - Check if recent version introduced breaking changes
- Search GitHub Issues - Your issue may already be reported
- Create New Issue - Report bug with:
- Unity version
- Package version
- Code sample
- Error logs
- Steps to reproduce
The package includes comprehensive examples demonstrating all features and patterns. Examples are located in the Samples~ folder.
- Open Unity Package Manager (
Window→Package Manager) - Select "UI Service" package
- Navigate to the "Samples" tab
- Click "Import" next to the sample you want
Demonstrates basic presenter lifecycle and simple button interactions.
What you'll learn:
- Creating basic UI presenters
- Opening and closing UI
- Handling button clicks
- Lifecycle methods (
OnInitialized,OnOpened,OnClosed)
Shows how to create data-driven UI with UiPresenter<T>.
What you'll learn:
- Using
UiPresenter<TData>generic base class - Setting presenter data with
OnSetData() - Passing data when opening UI
- Data-driven UI updates
Examples of time-based and animation-based delays.
What you'll learn:
- Using
TimeDelayFeaturefor timed delays - Using
AnimationDelayFeaturefor animation synchronization - Subscribing to delay completion events
- Configuring delays in the Inspector
UI Toolkit (UI Elements) integration example.
What you'll learn:
- Using
UiToolkitPresenterFeature - Querying VisualElements
- Binding UI Toolkit events
- Working with UXML layouts
Advanced example combining multiple features.
What you'll learn:
- Composing multiple features together
- Combining delays with UI Toolkit
- Coordinating feature interactions
- Using data with multiple features
Analytics integration and custom callbacks.
What you'll learn:
- Enabling analytics tracking
- Implementing
IUiAnalyticsCallback - Tracking UI events
- Integrating with custom analytics backends
Each sample folder includes:
- Source code with detailed comments
- Example scenes ready to run
- Prefabs demonstrating proper setup
- UXML files for UI Toolkit examples
For detailed sample documentation, see Samples~/README.md after importing.
- Import the desired sample
- Open the example scene from
Samples/UiService/<SampleName>/ - Enter Play Mode
- Interact with the UI to see features in action
Note: All samples use the pure feature composition pattern introduced in v1.0.0.
We welcome contributions from the community! Here's how you can help:
- Use the GitHub Issues page
- Include your Unity version, package version, and reproduction steps
- Attach relevant code samples, error logs, or screenshots
- Fork the repository on GitHub
- Clone your fork:
git clone https://github.com/yourusername/com.gamelovers.uiservice.git - Create a feature branch:
git checkout -b feature/amazing-feature - Make your changes with tests
- Commit:
git commit -m 'Add amazing feature' - Push:
git push origin feature/amazing-feature - Create a Pull Request
- Follow C# Coding Conventions
- Add XML documentation to all public APIs
- Include unit tests for new features
- Maintain backward compatibility when possible
- Update CHANGELOG.md for notable changes
- Ensure all tests pass
- Update documentation if needed
- Add changelog entry if applicable
- Request review from maintainers
- API Reference: See inline XML documentation in code
- Examples: Check sample implementations in this README
- Changelog: See CHANGELOG.md for version history
- Issues: Report bugs or request features
- Discussions: Ask questions and share ideas
- Follow @CoderGamester for updates
- Star the repository if you find it useful
- Share your projects using this package
This project is licensed under the MIT License - see the LICENSE.md file for details.
Breaking Changes:
-
DelayUiPresenter Removed
- Old (v0.x):
public class MyPresenter : DelayUiPresenter { protected override void ConfigureDelayers() { OpeningDelayer = new TimeDelayer(0.5f); } }
- New (v1.0.0):
[RequireComponent(typeof(TimeDelayFeature))] public class MyPresenter : UiPresenter { [SerializeField] private TimeDelayFeature _delayFeature; // Configure delays in Inspector }
- Old (v0.x):
-
LoadedPresenters Property Changed to Method
- Old:
var loaded = _uiService.LoadedPresenters; - New:
var loaded = _uiService.GetLoadedPresenters();
- Old:
-
Multi-Instance API Changes
- All methods now accept optional
instanceAddressparameter - Use
GetLoadedPresenters()instead of accessing dictionary directly
- All methods now accept optional
Non-Breaking Additions:
- Feature composition system is additive (existing presenters still work)
- Analytics is opt-in (no changes needed if not using)
- Multi-instance support is backwards compatible (default instances work as before)
For detailed changes, see CHANGELOG.md.
Made with ❤️ for the Unity community
If this package helps your project, please consider giving it a ⭐ on GitHub!