JUL 2, 1993

Museum App

A data-driven mobile museum guide. I drove every exhibit from a ScriptableObject, built the home feed at runtime from that data, and persisted sign-in and star ratings across sessions with JSON and PlayerPrefs.

Android Also available as a downloadable APK on the itch.io page.

Museum App
EngineUnity
LanguageC#
DataScriptableObjects
UIDynamic List
SavingJSON + Prefs
TrainingGoogle x Unity
Systems Built
  1. 01
    Data ScriptableObject Exhibits

    Modeled every exhibit as an AttractionConfig ScriptableObject carrying its title, author, description, location, image, and per-screen layout sizing, so the content lives in editable assets the team owns rather than hardcoded into scenes. AttractionConfig.cs

  2. 02
    Listing Data-Driven Home Feed

    Built the home feed at runtime by walking the list of exhibit configs and instantiating a card for each one with thumbnail, title, location, and saved star rating - so adding an exhibit to the list adds it to the feed. HomeScreen.cs

  3. 03
    Detail Per-Exhibit Screen

    Programmed a detail screen that populates the cover, title, author, location, and description straight from the selected config, with tappable stars that write the new rating back to storage. AttractionScreen.cs

  4. 04
    Hand-off Cross-Scene Parameters

    Carried the selected exhibit from the list into the detail scene on a DontDestroyOnLoad parameters object, so the detail screen knows which exhibit to show without reaching for a global singleton. AttractionScreenParameters.cs

  5. 05
    Persistence JSON Sign-In

    Validated the sign-up form, serialized the result to JSON with JsonUtility, and stored it in PlayerPrefs, so a returning user is greeted by name on the home screen. SignupPopup.cs

  6. 06
    Ratings Saved Star Ratings

    Keyed each exhibit's star rating by its id in PlayerPrefs and read it back when its card and detail screen build, so a user's ratings survive closing and reopening the app. AttractionEntryGraphics.cs