Example System Architecture – Unity C#
This class is a production-style example demonstrating how I design scalable, data-driven UI systems in Unity. It manages a hierarchical Category → Variable data model backed by JSON persistence, supporting creation, deletion, renaming, tagging, reordering, pagination, and selection state tracking. The controller cleanly separates data storage from UI instantiation, minimizes unnecessary rebuilds by updating only affected elements, and preserves user context through saved scroll positions and paging state. It also includes defensive loading for backward compatibility, reusable paging utilities, and coroutine-based layout synchronization to ensure stable ScrollRect behavior. While tailored for a specific tool, this example showcases my approach to maintainable architecture, performance-conscious UI updates, and extensible editor/runtime systems in Unity.
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