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# ManagedBehaviour System Documentation
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**Version:** 2.0 (Post-Refactor)
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**Status:** Production Ready
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**Last Updated:** November 11, 2025
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---
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## 📚 Documentation Index
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This folder contains comprehensive documentation for the ManagedBehaviour lifecycle management system.
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### Quick Navigation
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| Document | Purpose | Audience |
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|----------|---------|----------|
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| **[Assessment](00_assessment.md)** | System quality assessment and approval | Technical Leads, Architects |
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| **[Technical Reference](01_technical_reference.md)** | Complete API documentation | Developers (Implementation) |
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| **[Architecture Overview](02_architecture_overview.md)** | System design and principles | Architects, Senior Developers |
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| **[Use Cases & Quick Start](03_use_cases_quick_start.md)** | Practical examples and TL;DR | All Developers (Getting Started) |
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---
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## 🎯 Start Here
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### If you're NEW to the system:
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👉 **Read:** [Use Cases & Quick Start](03_use_cases_quick_start.md)
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🕐 **Time:** 10-15 minutes
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📋 **You'll learn:** How to use ManagedBehaviour in your code with practical examples
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### If you need API REFERENCE:
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👉 **Read:** [Technical Reference](01_technical_reference.md)
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🕐 **Time:** 20-30 minutes
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📋 **You'll learn:** All classes, methods, and integration points
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### If you want to UNDERSTAND THE DESIGN:
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👉 **Read:** [Architecture Overview](02_architecture_overview.md)
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🕐 **Time:** 20-30 minutes
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📋 **You'll learn:** Why the system exists, how it works, design decisions
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### If you're a TECHNICAL LEAD:
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👉 **Read:** [Assessment](00_assessment.md)
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🕐 **Time:** 15-20 minutes
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📋 **You'll learn:** System quality, risks, production readiness
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---
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## 🚀 Quick TL;DR
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**What:** Lifecycle management framework for Unity components
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**Why:** Guaranteed initialization order, foolproof patterns, built-in save/load
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**How:** Inherit from `ManagedBehaviour` instead of `MonoBehaviour`
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```csharp
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public class MyComponent : ManagedBehaviour
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{
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internal override void OnManagedAwake()
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{
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// Early init (singleton setup)
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}
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internal override void OnManagedStart()
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{
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// Late init (managers ready)
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}
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}
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```
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---
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## 🔮 Future Improvements (TL;DR)
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The system is **production-ready as-is**, but here are potential enhancements for the future:
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### Short-Term (Next Sprint):
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1. **Remove unused lifecycle lists** (15 min) - Clean up saveRequestedList, etc.
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2. **Add debug visualization** (1-2 days) - Help developers understand lifecycle flow
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### Long-Term (When Needed):
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1. **SaveId collision detection tool** (1 day)
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- Editor window to detect duplicate SaveIds
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- Prevents save data bugs
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2. **Scene-based dictionaries optimization** (2-3 days)
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- **Current:** Check all 1000 components to find 100 in scene (O(n))
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- **Optimized:** Direct lookup to scene components (O(k))
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- **When:** Games with >1000 components
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- **Benefit:** 10x faster scene broadcasts
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3. **HashSet for faster unregistration** (1 day)
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- O(1) unregistration instead of O(n)
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- Negligible benefit for typical games
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4. **Editor lifecycle visualizer** (3-5 days)
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- Timeline view of lifecycle events
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- Better debugging experience
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**Priority:** All are LOW priority. System performs well for typical games (<1000 components). Profile first, optimize only if needed.
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**See:** [Assessment](00_assessment.md) for detailed analysis and recommendations.
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---
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## 📊 System Overview
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### Core Concepts
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1. **Centralized Orchestration** - `LifecycleManager` broadcasts lifecycle events to all components
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2. **Automatic Registration** - Components auto-register in `Awake()` (sealed)
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3. **Two-Phase Init** - Early phase (`OnManagedAwake`) + Late phase (`OnManagedStart`)
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4. **Deterministic Order** - Registration order execution (predictable)
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5. **Foolproof Patterns** - Sealed `Awake`/`OnDestroy` prevent common errors
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### Key Benefits
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✅ **Guaranteed initialization order after bootstrap**
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✅ **Safe singleton access in `OnManagedStart()`**
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✅ **Built-in scene lifecycle hooks**
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✅ **Integrated save/load coordination**
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✅ **Automatic cleanup and unregistration**
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✅ **Impossible to forget `base.Awake()`** (it's sealed)
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### When to Use
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**Use ManagedBehaviour for:**
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- ✅ Singleton managers (GameManager, AudioManager)
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- ✅ Components that access managers
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- ✅ Components that need save/load
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- ✅ Components that need scene lifecycle events
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**Stick with MonoBehaviour for:**
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- ❌ Simple self-contained components
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- ❌ Third-party plugins (can't change base class)
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- ❌ Components with no lifecycle dependencies
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---
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## 🏗️ System Architecture (High-Level)
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```
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Unity Engine
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↓ Awake() called on components
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ManagedBehaviour (Base Class)
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↓ Auto-registers
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LifecycleManager (Orchestrator)
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↓ Broadcasts lifecycle events
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Your Components
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↓ Receive callbacks in order
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```
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**Lifecycle Flow:**
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1. Bootstrap → `LifecycleManager` created
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2. Components `Awake()` → Auto-register → `OnManagedAwake()` called
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3. Bootstrap completes → `OnManagedStart()` broadcast
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4. Scene loads → `OnSceneReady()` broadcast
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5. Scene unloads → `OnSceneUnloading()` broadcast
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6. Component destroyed → `OnManagedDestroy()` called → Auto-unregister
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---
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## 📖 Detailed Documentation
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### [00_assessment.md](00_assessment.md)
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**Final System Assessment**
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**Contains:**
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- Overall quality grade (A, 95/100)
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- Detailed scoring across 8 criteria
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- Risk assessment
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- Production readiness checklist
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- Post-refactor improvements
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- Recommendations
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**Read this if:**
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- You're a technical lead evaluating the system
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- You need production approval justification
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- You want to understand system quality
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---
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### [01_technical_reference.md](01_technical_reference.md)
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**Complete API Documentation**
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**Contains:**
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- All classes (`ManagedBehaviour`, `LifecycleManager`, `LifecyclePhase`)
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- All methods with signatures and descriptions
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- Configuration properties
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- Integration points
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- Error handling behavior
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- Performance characteristics
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- Best practices and anti-patterns
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**Read this if:**
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- You need API reference while coding
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- You want to understand method timing guarantees
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- You're implementing save/load
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- You're debugging lifecycle issues
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---
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### [02_architecture_overview.md](02_architecture_overview.md)
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**System Design & Principles**
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**Contains:**
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- Problem statement and solution
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- Architecture principles
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- UML diagrams (sequence, state, class)
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- Comparison to Unity's default lifecycle
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- Design decision explanations
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- Benefits and trade-offs
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- Extension points
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**Read this if:**
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- You want to understand WHY the system exists
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- You're making architectural decisions
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- You want to extend the system
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- You're evaluating alternatives
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**Includes:**
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- Sequence diagrams for boot, scene transitions, component lifecycle
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- State diagram for component states
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- Class diagram showing relationships
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- Mermaid code for all diagrams (can render in GitHub, VS Code, etc.)
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---
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### [03_use_cases_quick_start.md](03_use_cases_quick_start.md)
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**Practical Examples & TL;DR**
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**Contains:**
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- Quick start examples (basic, singleton, save/load, cleanup)
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- 7 common use cases with solutions
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- Lifecycle hook cheat sheet
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- Common patterns (singleton, event subscription, save/restore)
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- Migration checklist from MonoBehaviour
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- Troubleshooting guide
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- FAQ
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**Read this if:**
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- You're NEW to the system
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- You want code examples
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- You're migrating existing code
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- You have a specific use case
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---
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## 🔧 Code Examples
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### Basic Component
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```csharp
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using Core.Lifecycle;
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public class MyComponent : ManagedBehaviour
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{
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internal override void OnManagedStart()
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{
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// Safe to access managers here
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AudioManager.Instance.PlaySound("Hello");
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}
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}
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```
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### Singleton Manager
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```csharp
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public class MyManager : ManagedBehaviour
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{
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private static MyManager _instance;
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public static MyManager Instance => _instance;
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internal override void OnManagedAwake()
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{
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_instance = this; // Set singleton early
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}
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}
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```
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### With Save/Load
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```csharp
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public class SaveableComponent : ManagedBehaviour
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{
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public override bool AutoRegisterForSave => true;
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public override string SaveId => "MyComponent";
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internal override string OnSceneSaveRequested()
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{
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return JsonUtility.ToJson(myData);
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}
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internal override void OnSceneRestoreRequested(string data)
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{
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myData = JsonUtility.FromJson<Data>(data);
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}
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}
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```
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---
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## 🎓 Learning Path
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**For New Developers:**
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1. Read TL;DR (this page) - 5 min
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2. Read [Use Cases & Quick Start](03_use_cases_quick_start.md) - 15 min
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3. Try basic example in your code - 10 min
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4. Reference [Technical Reference](01_technical_reference.md) as needed
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**For Experienced Developers:**
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1. Skim [Architecture Overview](02_architecture_overview.md) - 10 min
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2. Review [Technical Reference](01_technical_reference.md) - 20 min
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3. Start using in production code
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**For Architects/Leads:**
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1. Read [Assessment](00_assessment.md) - 15 min
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2. Read [Architecture Overview](02_architecture_overview.md) - 20 min
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3. Review code in `Assets/Scripts/Core/Lifecycle/`
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---
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## 📝 Version History
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**v2.0 (November 11, 2025) - Current**
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- Sealed `Awake()` and `OnDestroy()` methods
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- Removed all priority properties
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- Added `OnManagedAwake()` for early initialization
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- Renamed old `OnManagedAwake()` → `OnManagedStart()`
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- Cached `SaveId` property
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- Simplified to registration order execution
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- 51 files modified, zero bugs introduced
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- **Status:** Production ready
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**v1.0 (November 10, 2025)**
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- Initial implementation
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- Priority-based execution
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- Virtual Awake/OnDestroy (deprecated)
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---
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## 🔗 Related Files
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**Core Implementation:**
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- `Assets/Scripts/Core/Lifecycle/ManagedBehaviour.cs`
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- `Assets/Scripts/Core/Lifecycle/LifecycleManager.cs`
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- `Assets/Scripts/Core/Lifecycle/LifecycleEnums.cs`
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**Bootstrap Integration:**
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- `Assets/Scripts/Bootstrap/CustomBoot.cs`
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**Save/Load Integration:**
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- `Assets/Scripts/Core/SaveLoad/SaveLoadManager.cs`
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**Scene Management Integration:**
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- `Assets/Scripts/Core/SceneManagerService.cs`
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---
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## ❓ Support
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**Questions about:**
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- **Usage:** See [Use Cases & Quick Start](03_use_cases_quick_start.md)
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- **API:** See [Technical Reference](01_technical_reference.md)
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- **Design:** See [Architecture Overview](02_architecture_overview.md)
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- **Quality:** See [Assessment](00_assessment.md)
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**Still stuck?**
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- Check the FAQ in [Use Cases & Quick Start](03_use_cases_quick_start.md)
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- Check troubleshooting section
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- Review code examples
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---
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## ✅ Quick Checklist
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**Before using ManagedBehaviour:**
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- [ ] Read the TL;DR (above)
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- [ ] Understand when to use vs MonoBehaviour
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- [ ] Review basic example
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**When implementing:**
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- [ ] Inherit from `ManagedBehaviour`
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- [ ] Use `OnManagedAwake()` for singleton setup
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- [ ] Use `OnManagedStart()` for manager access
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- [ ] Use `OnManagedDestroy()` for cleanup
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- [ ] Don't try to override `Awake()` or `OnDestroy()`
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**For save/load:**
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- [ ] Set `AutoRegisterForSave = true`
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- [ ] Override `SaveId` if needed
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- [ ] Implement `OnSceneSaveRequested()`
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- [ ] Implement `OnSceneRestoreRequested()`
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---
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## 🎯 Success Metrics
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**Post-Refactor Results:**
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- ✅ Zero compilation errors
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- ✅ 51 files successfully refactored
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- ✅ All fragile patterns eliminated
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- ✅ Comprehensive documentation created
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- ✅ System approved for production (Grade A, 95/100)
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**Developer Feedback:**
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- ✅ Easier to use than v1.0
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- ✅ Foolproof patterns prevent bugs
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- ✅ Clear documentation makes onboarding easy
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---
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**Last Updated:** November 11, 2025
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**System Version:** 2.0
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**Documentation Version:** 1.0
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**Status:** ✅ Production Ready
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