After releasing 3D Camera Pack to the Unity Asset Store, I had some confidence to put up another package I had been working on for quite a while. Believe it or not, this package was actually inspired by a XML-Parsed Behavior Tree project I made for class. At some point, it morphed into a state management system that, quite frankly, could manage the states of any system in a game through node creation and event calls. But instead of releasing such a general package, I designed the system around some of the requirements of menu systems (another system that was largely beneficial for class projects).
Menu Maker allows the Unity developer to develop menus without ever lifting a finger to code. I am talking about menus with 'in' and 'out' transitions, audio events, and event management which allows the menu system to double as a game manager. In a snapshot, the user clicks a button to create a new state, tells the state what to do when it is loaded via event call, and chooses whether or not that event will be invoked once or in the update cycle while the page lives.
Unfortunately, this package is not the most user friendly. There is a learning curve to understanding how to leverage the system's capability, but turns out to be well worth it. Since its creation, there hasn't been a project I don't use it on. With my familiarity of the system, I can create a fleshed out menu system for a small mobile game in less than an hour.
My goal for this package is to convert it from the custom inspector view, to a node-based blueprint view. So for those of you have downloaded Menu Maker, get ready, because it is about to become a whole lot easier to use.