unity-singleton-pattern

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Implementation of global manager access with strict lifecycle control. Supports Standard, Persistent, and Regulator variations.

MuharremTozan By MuharremTozan schedule Updated 2/14/2026

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

  1. Singleton: Standard management. Destroys new duplicates to keep the original.
  2. PersistentSingleton: Extends Singleton with Don't Destroy On Load (DDOL) for cross-scene state.
  3. RegulatorSingleton: Advanced inverse logic. Destroys OLD instances and keeps the NEWEST (useful for hot-swapping).
  4. 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>.

Install via CLI
npx skills add https://github.com/MuharremTozan/Ohm-Yura --skill unity-singleton-pattern
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