# Game Scene

<figure><img src="https://1095504291-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiNhXrPwcj8TJ32pNkD2R%2Fuploads%2FT3jn7L32AoZsMhk2FSQa%2Fimage.png?alt=media&#x26;token=78c1833d-400f-4e4e-8b9e-ae8591ca1c5e" alt=""><figcaption><p>Game Scene Hiererchy</p></figcaption></figure>

## Game Management

This GameObject contains all of the components that manage the various systems of the game.

<figure><img src="https://1095504291-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiNhXrPwcj8TJ32pNkD2R%2Fuploads%2FOX5iavmfje4ldGXG1JYV%2Fimage.png?alt=media&#x26;token=cd845376-d372-400f-b8fd-abb161e5f20a" alt=""><figcaption><p>Game Management Hierarchy</p></figcaption></figure>

<table data-full-width="false"><thead><tr><th width="181">Component</th><th>Description</th></tr></thead><tbody><tr><td>Abilities Manager</td><td>This component is responsible for managing abilities. To find out further, read <a href="../abilities/abilities-system-structure">Abilities System Structure page</a></td></tr><tr><td>Drop Manager</td><td>This component manages drop - the items that spawn when enemy dies, such as gold, healing, chest, magnet, bomb, gems</td></tr><tr><td>Easing Manager</td><td>Easing Manager is an in-house analog of the DoTween asset, that is build on top of Coroutines. It provides an easy way to animate gameObjects.</td></tr><tr><td>Enemies Spawner</td><td>This component is responsible for spawning enemies and bosses</td></tr><tr><td>Experience Manager</td><td>This component manages experience points and level ups the player </td></tr><tr><td>Field Manager</td><td>This component controlls ground, spawns end despawns <a href="../../stages/stage-settings#stage-background">chunks of ground</a>  </td></tr><tr><td>Pools Manager</td><td>This component provides access to a simple <a href="https://learn.unity.com/tutorial/introduction-to-object-pooling">pooling system</a>. </td></tr><tr><td>Safe Area Manager</td><td>This is a small components that manages safe area on mobile platforms</td></tr><tr><td>Stage Director</td><td>This component is responsible for running the stage timeline</td></tr></tbody></table>

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### Canvas

Game Canvas consists of the three screens and three windows

<figure><img src="https://1095504291-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FiNhXrPwcj8TJ32pNkD2R%2Fuploads%2FHWklbqBVroKvn7IOAbdk%2Fimage.png?alt=media&#x26;token=39092703-bf9a-4674-8f5b-949cae8cfe96" alt=""><figcaption><p>Game Canvas Hierarchy</p></figcaption></figure>

<table><thead><tr><th width="226">UI</th><th>Description</th></tr></thead><tbody><tr><td>Game Screen</td><td>The main ui of the game that the player will see 95% of the time. Contains xp progressbar, timer, joystick, coins and kills indicators, and abilities, chest, pause windows</td></tr><tr><td>Abilities Window</td><td>This window shows up every time the player levels up. The player is presented with three random abilities to choose from</td></tr><tr><td>Chest Window</td><td>Chest window shows up every time the player picks up the chest drop item. It rewards player with 1, 3 or 5 random abilities</td></tr><tr><td>Pause Window</td><td>This window lets the player to toggle sounds, music and vibration, and to exit to the main menu</td></tr><tr><td>Stage Failed Screen</td><td>This screen shows up when the player dies. The player can choose whether to revive (if the <a href="../upgrades/upgrade-types">revive upgrade</a> is bought) or to exit to main menu</td></tr><tr><td>Stage Complete Screen</td><td>This screen shows up when the player successfully finishes the stage</td></tr></tbody></table>
