Interface DirectorGame Creator 2 Module

#Changelog

All notable changes to Interface Director for Game Creator 2 are documented here.

#1.1.0 - 2026-08-15

#Added

  • First-Class UI Toolkit Support:
    • Renderer-agnostic presentation and interaction architecture decoupled from uGUI via IInterfaceViewBackend.
    • Dual-host support for UI Toolkit views using UIDocument (Unity 6.0–6.4 baseline) and PanelRenderer (Unity 6.5+ ready).
    • Deterministic layer sorting order bands ensuring smooth interleaving of mixed uGUI and UI Toolkit interfaces across all logical layers.
    • UI Toolkit focus ownership, automatic restoration, and flexible targeting strategies (by Element Name, USS Class Name, UQuery Selector, or First Focusable).
    • Native UI Toolkit visual transitions (Fade, Scale, Slide, Fade + Scale, Pop) animating VisualElement hierarchies directly.
    • Zero-code Game Creator 2 integration via UIToolkitInstructionBinder with automatic UXML element discovery and click spam protection.
    • C# Pro controller base class UIToolkitViewController with instance-aware lifecycle, handle querying, and result helpers.
    • Automatic template generation for .uxml and .uss layouts with modern responsive styling.
    • Inspector header renderer badges (uGUI / UI Toolkit) for instant visual identification.

#Removed

  • Legacy Presentation Instructions: Removed obsolete InstructionInterfaceShowOnCamera and InstructionInterfaceShowOnSurface compatibility shims. Presentation space, Camera, and Surface overrides are unified in InstructionInterfaceShow.

#Fixed

  • Visual Scripting Instruction Selector: Cleaned up Game Creator's Add Instruction menu by isolating test assemblies (autoReferenced: false) and categorizing test instructions.

#1.0.0 - 2026-08-10

#Added

  • Centralized Interface Management: Complete runtime lifecycle, stack coordination, and single-authority navigation for Game Creator 2.
  • Layer Stacks & Navigation: Dedicated HUD, Menu, Overlay, Modal, System, and Debug layers with centralized suspension, resumption, and Return policies.
  • Multiple Presentation Spaces: Screen Space Overlay, Screen Space Camera, World Space 3D Canvases, and World Anchored projections.
  • World Anchored Projections & Indicators: Distance scaling, safe-area screen clamping, and off-screen directional indicators (RotateInPlace and Radial modes).
  • Dynamic Payloads & Data Binding: Typed arguments on Show instructions with zero-code UI components (InterfacePayloadText, InterfacePayloadImage, InterfacePayloadBinding).
  • Show and Wait with Typed Results: Awaitable completion in visual scripting graphs with typed return values (Confirm/Cancel, numbers, strings, GameObjects).
  • UI Mode & Pause Management: Layer-driven UI Mode boundaries with On Enter/Exit UI Mode instruction lists in Settings.
  • Live Runtime Debugger: Integrated debugger in Game Creator Settings and standalone editor window.