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Question by Dottorhouse · May 29, 2018 at 09:28 AM · 2d gamemobile

Properly organizing complex UI on mobile

Hello everyone! I'm quite new to Unity, less new to mobile / game development, and have a decent experience as a C++ software developer. I'm working on a 2d mobile game with a fairly complex UI, pretty much the dominant feature of the game. There are some animations here and there but 90% is managing formations, equip gear, collect daily bonuses, complete daily quests, all of it shall be done from the UI. It's one of those games where, once you set-up your formation, combat is 100% automated.


I'm trying to figure out how I should organize the UI to avoid too much memory to be consumed, and yet to keep up with the high number of windows that I'm going to create. There's gonna be a bottom navigation bar always visible (besides during fight), I would like the home screen to be immediately available upon pressing "Home" in the navigation bar, any other transition between one window and another one should be done like:

  • Button onClick event

  • Loading screen pops up

  • Webservice call

  • New window creation and filling with webservice data

  • Loading screen disappears


Should I make a scene for every window in my game? Should I group several windows in one scene and just hide / show parts of the UI? If I have to create multiple scenes, should I duplicate the bottom navigation bar with all the onClick logic? I've built some windows and it works right now, but I'm afraid I will hit some limitation soon if I don't organize the UI properly... I can't find many resources about creating a mobile 2d game where the UI is most part of it. Thanks in advance!

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