Two approaches to showing score, health, and timer on screen. Start with Option A — enable showUI on each manager and it works immediately, no extra setup. Option B (GameUIManager) is for when you want all your HUD elements to share one consistent look and font.
showUI on each manager
Each manager (GameHealthManager, GameCollectionManager, GameTimerManager, GameInventoryManager) has a built-in Show UI toggle. Enable it and the manager creates its own Canvas at runtime — text, bar, font size, color, position — all independently configurable per manager. No separate GameObject or wiring required.
GameUIManager
Add GameUIManager to any GameObject. It creates a single HUD Canvas with all elements sharing the same font, color, and style. Good when you want a unified look without configuring each manager separately. Less per-element control than Option A — wire each manager's value-changed event to the matching update method.
These aren't tied to a manager. Wire any event → Show() and they appear.
Show(). Wire another event → Hide() to dismiss it. Good for hints, subtitles, and NPC messages when ActionDialogueSequence is overkill.
Show(). Good for tutorial images, objective icons, and pop-up indicators.
Match the approach to what you're trying to accomplish.