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There's no one right answer for communication between different domains of any piece of software. In your case, it sounds like you want something like an "event" system. You should give your systems the ability to subscribe to events that other systems "raise" with information about the event. The Observer Pattern is a common pattern when implementing events....


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While I don't know for sure what these two games do, this is how I would do it: Have a Canvas set up with a child GameObject (which can be a prefab) holding all Game Over UI elements. This starts as disabled In the UI GameObject have a script which listens to OnEnable and fills out the relevant info (stats etc) Have a Game Controller that controls the ...


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If I would implement it in Unity I'd do a dedicated scene with a GUI to show whatever is needed. So in the main scene I would have some script not destroyed on load of a new scene (with DontDestryOnLoad(GameObject go) method) which have all the infos you want to display at the Game Over stage. You could also handle it in a whole scene with variables to ...


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One approach to a multilayered map would be an array (or 2-dimensional array) of linked lists or vectors holding tile objects. So your tile struct would either hold a pointer to the next tile above it, or you would have "stacks" of tiles of varying heights spread across the grid. Essentially that creates a 3D array. A nice, albeit old article on ...



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