Interface DirectorGame Creator 2 Module

#Interface Assets & Views

Interface Director enforces a clean architectural separation between Interface Assets (definition and policy) and Interface View Prefabs (visual presentation and components).

#Interface Asset Anatomy

An InterfaceAsset is a ScriptableObject defining stable identity, lifecycle rules, and navigation policies:

Setting Options Purpose
Layer HUD, Menu, Overlay, Modal, System, Debug Defines logical stack placement, UI Mode activation, and suspension rules.
Lifetime Scene, Global Controls whether views are destroyed during scene loads or persist globally in DontDestroyOnLoad.
Instance Policy Single, Multiple, Bring Existing To Front, Restart Existing Governs what happens when a Show request is issued for an already open interface.
Return Policy Close, Consume, Pass Through, Custom Controls how this interface responds to the global Return/Back navigation command.
Block Lower Interfaces Boolean Blocks mouse clicks, touches, and raycasts from reaching interfaces below.
Hide When Suspended Boolean Hides the view hierarchy when a higher interface pushes this view into the suspended state.
Retain Instance Boolean Keeps the instantiated View inactive in memory on close for instant zero-allocation reopening.
Local Priority Integer Fine-grained sorting tie-breaker within the same logical layer.
Interface Assets showcase
Interface Assets establish consistent rules across your entire game UI without cluttering scenes.

#View Prefab Structure

The View Prefab represents the physical UI GameObject instantiated into the scene:

[View Prefab Root] (InterfaceView, Canvas / UIDocument, CanvasGroup)
└── Content (Author all visual text, buttons, panels, and widgets here)

The Director nests the View Prefab under its authoritative runtime Surface roots (OverlaySurface, CameraSurface, or WorldSpaceSurface), ensuring clean hierarchy separation.

View Prefabs showcase
View Prefabs encapsulate UI visuals, animations, and child widgets cleanly.

#Built-in Presets

Preset Default Layer Lifetime Return Policy Blocking UI Mode
HUD HUD Scene Consume No No
Menu Menu Scene Close Yes (when top) Yes
Overlay Overlay Scene Close Configurable No
Modal Modal Scene Close Always Yes Yes
System System Global Consume Always Yes Yes
Debug Debug Global Pass Through No No