Some classes are fundamentally different from others in the way they should be instantiated. Most classes define a template for a collection of properties and behaviors that might be instantiated many times in a scene as GameObjects
. An enemy class can be used to instantiate many enemy objects, a power-up class for many power-up objects, and so on. However, some classes such as GameManager
, HighScoreManager
, AudioManager
, or SaveGameManager
are intended to exist as a lone entity, one that consolidates a unified set of behaviors. In short, there should only ever be one instance of the class at any one time and never more than one. To have more than one instance would either be nonsensical or damage the object's authority and usefulness in some way. These kinds of objects are known as singletons. Singletons are often persistent objects that survive across scenes, though they need not be. The only essential ingredient in a singleton (which makes it...
Mastering Unity Scripting
By :
Mastering Unity Scripting
By:
Overview of this book
Table of Contents (17 chapters)
Mastering Unity Scripting
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Unity C# Refresher
Debugging
Singletons, Statics, GameObjects, and the World
Event-driven Programming
Cameras, Rendering, and Scenes
Working with Mono
Artificial Intelligence
Customizing the Unity Editor
Working with Textures, Models, and 2D
Source Control and Other Tips
Index
Customer Reviews