This isn't a singleton.
This isn't a singleton. It just provides a global access point to a particular instance. You can create several instances of the class. See http://en.wikipedia.org/wiki/Singleton_pattern for details.
"In computer engineering, the singleton pattern is a design pattern used to implement the mathematical concept of a singleton, by restricting the instantiation of a class to one object"
- Well, the class constructor should be private. That way only the class itself could create another instance. Of course, component based manager are quite useful but you can't prevent that the user create more than one instance. What you can do is to destroy any additional instances in
Awake()--Bunny83 04:06, 12 April 2011 (PDT)
So... I'm thinking in cleaning up this article. It is a big mess right now.
It should be a simple and effective singleton implementation which would cover all the current topics. Agree?
Also, in my mind, a Unity Singleton should be a Component, MonoBehaviour and "dontdestroyonload", all by definition. I see no sense in making any other kind of singleton.
Finally, from my experience, there is a very (and only one) good reason to use Singletons. We need global vars. The other way to do them is `static`. But that can easily get out of control and break things up. Again, from experience. There. "Simple" as that.
I just haven't cleaned it yet because: (A) I haven't created this topic. (B) I'm by no means a deep knowledge expert on this whole subject and I found nothing to back me up.
So, any thoughts?