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Question by Hekkr · Jul 13, 2015 at 01:07 AM · uistate-machine

Porting C++ game, State machines and UI

Hey,

I'm actually on a project to port a game coded in C++ into Unity, and I need some help regarding the management of the UI and so on. So the original game has states and substates machines for managing the game state, for example:

 - Intro
 - Title
     - Login
     - Server List
     - Make Character
 - Lobby
     - Channel List
     - Room List
 - Gameplay Loading
 - Gameplay

Each of those states have a class linked to it, and the Title and Lobby states have GUI manager to handle the GUI switch.

So I would like to reimplement this system as I think it's not a bad one (but anyone is free to suggest me better) I was actually planning to make a Unity Scene for each main state (Intro, Title, Lobby etc.), then making a script for each state and substate, and code a Substate manager inside Title & Lobby. Each substate change would represent a GUI change. As for the GUI, I was thinking of making a .unity for each of those, then load them with LoadLevelAdditive when the substate change, and playing with canvas to show the good GUI.

There is one problem: Camera and Canvas, which scenes should have it and which should not ? I would like to know if this can be a good system, and if anyone has a better suggestion for doing what i'm looking for.

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