name: unity-singleton-pattern description: Implementation of global manager access with strict lifecycle control. Supports Standard, Persistent, and Regulator variations.
Unity Singleton Pattern
A robust suite of Singleton variations for global systems. Adheres to the Ohm-Yura project rule: "Use Singletons ONLY for global systems (GameManager, UIManager, InputManager)."
Core Features
- Singleton
: Standard management. Destroys new duplicates to keep the original. - PersistentSingleton
: Extends Singleton with Don't Destroy On Load (DDOL) for cross-scene state. - RegulatorSingleton
: Advanced inverse logic. Destroys OLD instances and keeps the NEWEST (useful for hot-swapping). - StaticInstance
: Lightweight global access without duplication enforcement.
Core Files (Max 3)
SingletonBase.cs.txt: Generic base classes for classic and persistent variants.SingletonRegulator.cs.txt: Logic for the time-stamped regulator variant.SingletonExample.cs.txt: Concrete examples for Game and UI managers.
Usage
1. Standard Manager
public class UIManager : Singleton<UIManager> { }
// Use via: UIManager.Instance.Show();
2. Persistent Manager
public class InventoryManager : PersistentSingleton<InventoryManager> { }
// Survives scene changes.
3. Regulator (System Swap)
public class MusicSystem : RegulatorSingleton<MusicSystem> { }
// Spawning a new one will automatically kill the old one.
Key Principle
Always use the most restrictive version. If it doesn't need to persist cross-scene, use Singleton<T>. If you just need a reference but don't mind duplicates, use StaticInstance<T>.