Manager Overview

The manager classes provide convenient methods to control and access various data. You should generally add all manager classes to your scene (or start with a sample scene).





Manages custom activity types which can be triggered by buildings. ActivityManager is responsible for loading the ActivityData but it does not manage the execution of individual activities. This is done by the building.


Loads and manages the building types and provides high-level access to the currently built buildings.

The BuildingManager also maintains the static variable ActiveBuilding, the currently selected building frequently used by the UI.


Manages the grid. When buildings are built they occupy space on the grid. This class lets the building manager know if a space is empty.


Provides overarching control of the in-game input like scrolling and zooming.


Manages the objects that reside inside of buildings. Like the building manager it is primarily responsible for occupant types, but also provides high level access to query the exsiting occupants.

Sprite Manager

Defines the Unity Sprites to use in the game.

Path Manager

Managed path building.


Saves the game. The current implementation provides a PlayerPrefs implementation for persistence but this can be easily extended to use another stream such as the file system or a server.


Stores the gold and resources that the player owns.

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