1. Add WorldMapManager to the scene

Create a GameObject in the world map scene and add WorldMapManager. No Inspector fields are required — it finds all LevelMarker instances in the scene automatically on start and locks those whose active flag is false.

The manager also holds a reference to LevelInfoScreen (the panel shown when a marker is clicked). Assign that reference in the Inspector if your level info screen is a world-space or separate panel rather than a child of the markers.

2. Place a LevelMarker for each level

For every playable level, create a GameObject (typically a sprite or button) and add LevelMarker.

3. Wire the click handler

On each marker, wire the mouse-down handler. In the simplest setup the marker's OnMouseDown calls WorldMapManager.OpenLevelInfoScreen(level) automatically — no wiring is needed if you use the built-in OnMouseDown implementation. If you need a UI button instead, wire the button's OnClick to call WorldMapManager.OpenLevelInfoScreen and pass the level reference.

4. Set up LevelInfoScreen

Place a LevelInfoScreen GameObject in the scene (or as a world-space canvas panel). Assign all its Inspector fields:

Wire the Play button's OnClick event to LevelInfoScreen.PlayLevel().

See World Map and Level Screens for the full API reference.