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
- Quick Start
- Core Concepts
- API Documentation
- Advanced Features
- Package Structure
- Dependencies
- Migration Guide
- Contributing
- Support
- License
- 🎭 UI Presenter Pattern - Clean separation of UI logic with lifecycle management
- 📚 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
- 💾 Memory Management - Efficient loading/unloading of UI assets
- 🎯 Type-safe API - Generic methods for compile-time safety
- 📱 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 1.22.0 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"
}
}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
_uiService = new UiService();
_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 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);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);Configure your UI in the UiConfigs ScriptableObject:
- Type - The presenter class type
- Prefab Reference - Addressable reference to the UI prefab
- Layer - Which layer the UI belongs to
- Load Synchronously - Whether to load synchronously (use sparingly)
- UI Set ID - Optional grouping ID
public class NotificationPresenter : UiPresenter
{
[SerializeField] private TextMeshProUGUI _messageText;
[SerializeField] private float _displayDuration = 3f;
public void SetMessage(string message)
{
_messageText.text = message;
}
protected override void OnOpened()
{
// Auto-close after duration
StartCoroutine(AutoClose());
}
private IEnumerator AutoClose()
{
yield return new WaitForSeconds(_displayDuration);
Close(destroy: false);
}
}For UI with opening/closing animations:
public class AnimatedPopup : DelayUiPresenter
{
[SerializeField] private Animator _animator;
[SerializeField] private float _openDuration = 0.5f;
[SerializeField] private float _closeDuration = 0.3f;
protected override void ConfigureDelayers()
{
// Use animation-based delays
OpeningDelayer = new AnimationDelayer(_animator, "Open");
ClosingDelayer = new AnimationDelayer(_animator, "Close");
// Or use time-based delays
// OpeningDelayer = new TimeDelayer(_openDuration);
// ClosingDelayer = new TimeDelayer(_closeDuration);
}
protected override void OnOpened()
{
base.OnOpened();
// UI is fully open and animation complete
}
}// Load UI into memory without opening
var ui = await _uiService.LoadUiAsync<InventoryPresenter>();
// Load and immediately open
var ui = await _uiService.LoadUiAsync<InventoryPresenter>(openAfter: true);
// Check if loaded
if (_uiService.LoadedPresenters.ContainsKey(typeof(InventoryPresenter)))
{
// UI is loaded in memory
}
// Unload from memory
_uiService.UnloadUi<InventoryPresenter>();// 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 DelayUiPresenter class provides built-in support for opening/closing animations:
public class SlideInPanel : DelayUiPresenter
{
[SerializeField] private RectTransform _panel;
[SerializeField] private float _slideDuration = 0.5f;
protected override void ConfigureDelayers()
{
OpeningDelayer = new TimeDelayer(_slideDuration);
ClosingDelayer = new TimeDelayer(_slideDuration);
}
protected override void OnPreOpen()
{
// Position panel off-screen
_panel.anchoredPosition = new Vector2(-1000, 0);
}
protected override void OnOpening()
{
// Animate panel sliding in
_panel.DOAnchorPosX(0, _slideDuration);
}
protected override void OnClosing()
{
// Animate panel sliding out
_panel.DOAnchorPosX(-1000, _slideDuration);
}
}For UI Toolkit (UI Elements) support:
public class UIToolkitMenu : UiToolkitPresenter
{
[SerializeField] private UIDocument _document;
private Button _playButton;
private Label _titleLabel;
protected override void OnInitialized()
{
var root = _document.rootVisualElement;
_playButton = root.Q<Button>("play-button");
_titleLabel = root.Q<Label>("title-label");
_playButton.clicked += OnPlayClicked;
}
private void OnPlayClicked()
{
Close(destroy: false);
}
}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 URLs<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
│ ├── *.asmdef # Assembly definition for runtime code
│ ├── Core Services # Main UI service implementation and interfaces
│ ├── Presenters # Base classes for UI presenters and UI Toolkit support
│ ├── Configuration # ScriptableObject configs for UI setup
│ ├── Asset Loading # Addressables integration and loading utilities
│ ├── Delayers/ # Animation and time-based delay implementations
│ └── Views/ # Helper components for responsive and optimized UI
└── Editor/ # Unity Editor extensions and custom inspectors
├── *.asmdef # Assembly definition for editor code
├── Config Editors # Custom inspectors for UI configuration assets
└── View Editors # Custom editors for specialized UI components
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.
Load 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>();
}public class FastPopup : DelayUiPresenter
{
protected override void ConfigureDelayers()
{
// Use short delays for snappy UX
OpeningDelayer = new TimeDelayer(0.2f); // 200ms
ClosingDelayer = new TimeDelayer(0.15f); // 150ms
}
}Animation Performance:
- Keep open/close animations under 0.5 seconds
- Use
TimeDelayerfor simple fades (lighter thanAnimationDelayer) - Disable
Animatorcomponent when UI is closed
When building for WebGL, be extra mindful of memory:
// WebGL has limited memory - be aggressive with unloading
#if UNITY_WEBGL
const bool DESTROY_ON_CLOSE = true;
#else
const bool DESTROY_ON_CLOSE = false;
#endif
_uiService.CloseUi<Shop>(destroy: DESTROY_ON_CLOSE);If you encounter issues during migration:
- Check the CHANGELOG.md for detailed version changes
- Review the Troubleshooting section below
- Open an issue with your migration question
Symptoms: OpenUiAsync completes but UI is not visible
Possible Causes & Solutions:
-
UI Layer is Behind Other UI
// Check layer numbers - higher numbers appear on top // In UiConfigs, ensure critical UI has high layer numbers // Layer 0: Background // Layer 5: Popups
-
Canvas is Disabled
// Check if parent canvas is active var canvas = presenter.GetComponentInParent<Canvas>(); if (!canvas.gameObject.activeInHierarchy) Debug.LogError("Parent canvas is disabled!");
-
Already Opened
// Service prevents opening already-visible UI if (_uiService.IsVisible<MyPresenter>()) { Debug.Log("UI is already open"); }
Error: KeyNotFoundException or NullReferenceException
Cause: Trying to get UI that hasn't been loaded yet
Solution:
// ❌ BAD - Assumes UI is loaded
var shop = _uiService.GetUi<Shop>();
// ✅ GOOD - Check first
if (_uiService.LoadedPresenters.ContainsKey(typeof(Shop)))
{
var shop = _uiService.GetUi<Shop>();
}
// ✅ BETTER - Load if needed
var shop = await _uiService.LoadUiAsync<Shop>();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: DelayUiPresenter opens/closes instantly without animation
Possible Causes & Solutions:
-
Delayers Not Configured
public class AnimatedPopup : DelayUiPresenter { // ❌ MISSING - ConfigureDelayers not called // ✅ CORRECT protected override void ConfigureDelayers() { OpeningDelayer = new AnimationDelayer(_animator, "Open"); ClosingDelayer = new AnimationDelayer(_animator, "Close"); } }
-
Animation Clip Not Assigned
// Check if animator has the specified clip // Ensure clip names match: "Open", "Close" // Or use TimeDelayer if animations aren't ready: OpeningDelayer = new TimeDelayer(0.5f);
-
OnOpening/OnClosing Not Called
protected override void OnOpening() { base.OnOpening(); // ⚠️ Important - calls delayer // Your animation code here }
Symptoms: Memory usage grows over time, UI count increases
Diagnosis:
// Add this to a debug UI
void OnGUI()
{
GUILayout.Label($"Loaded UI: {_uiService.LoadedPresenters.Count}");
foreach (var ui in _uiService.LoadedPresenters)
{
GUILayout.Label($" - {ui.Key.Name}");
}
}Solutions:
-
Close With Destroy Flag
// This closes but keeps in memory _uiService.CloseUi<Shop>(destroy: false); // This properly unloads _uiService.CloseUi<Shop>(destroy: true);
-
Explicitly Unload
_uiService.UnloadUi<Shop>();
-
Unload UI Sets on Scene Change
void OnDestroy() { _uiService.UnloadUiSet(levelSpecificSetId); }
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: 2Symptoms: Long loads show no feedback to user
Solutions:
-
Set Loading Spinner in UiConfigs
// In UiConfigs ScriptableObject // Set "Loading Spinner Type" field to your spinner presenter type
-
Ensure Spinner is Preloaded
// Loading spinner is auto-loaded on Init // Make sure Init is called before any UI operations _uiService.Init(_uiConfigs);
-
Check Layer Order
// Loading spinner should be on highest layer // e.g., Layer 999 so it appears above everything
Cause: 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
public class DebugUiService : UiService
{
public override async UniTask<UiPresenter> LoadUiAsync(Type type, bool openAfter = false, CancellationToken ct = default)
{
Debug.Log($"[UiService] Loading {type.Name}...");
var result = await base.LoadUiAsync(type, openAfter, ct);
Debug.Log($"[UiService] Loaded {type.Name} successfully");
return result;
}
}// Create a debug window
public class UiDebugWindow : MonoBehaviour
{
private IUiService _uiService;
void OnGUI()
{
GUILayout.Label("=== UI Service Debug ===");
GUILayout.Label($"Loaded: {_uiService.LoadedPresenters.Count}");
GUILayout.Label($"Visible: {_uiService.VisiblePresenters.Count}");
GUILayout.Label($"Layers: {_uiService.Layers.Count}");
foreach (var type in _uiService.VisiblePresenters)
{
GUILayout.Label($" [VISIBLE] {type.Name}");
}
}
}- 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
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.
Made with ❤️ for the Unity community
If this package helps your project, please consider giving it a ⭐ on GitHub!