Here’s my game manager approach:
ULTRA-simple static solution to a GameManager:
OR for a more-complex “lives as a MonoBehaviour or ScriptableObject” solution…
Simple Singleton (UnitySingleton):
Some super-simple Singleton examples to take and modify:
Simple Unity3D Singleton (no predefined data):
Unity3D Singleton with a Prefab (or a ScriptableObject) used for predefined data:
These are pure-code solutions, DO NOT put anything into any scene, just access it via .Instance!
The above solutions can be modified to additively load a scene instead, BUT scenes do not load until end of frame, which means your static factory cannot return the instance that will be in the to-be-loaded scene. This is a minor limitation that is simple to work around.
If it is a GameManager, when the game is over, make a function in that singleton that Destroys itself so the next time you access it you get a fresh one, something like:
public void DestroyThyself()
{
Destroy(gameObject);
Instance = null; // because destroy doesn't happen until end of frame
}
There are also lots of Youtube tutorials on the concepts involved in making a suitable GameManager, which obviously depends a lot on what your game might need.
OR just make a custom ScriptableObject that has the shared fields you want for the duration of many scenes, and drag references to that one ScriptableObject instance into everything that needs it. It scales up to a certain point.
And finally there’s always just a simple “static locator” pattern you can use on MonoBehaviour-derived classes, just to give global access to them during their lifecycle.
WARNING: this does NOT control their uniqueness.
WARNING: this does NOT control their lifecycle.
public static MyClass Instance { get; private set; }
void OnEnable()
{
Instance = this;
}
void OnDisable()
{
Instance = null; // keep everybody honest when we're not around
}
Anyone can get at it via MyClass.Instance.
, but only while it exists.
Beyond that, if you have bugs in your implementation, time to fix that!
Time to start debugging! Here is how you can begin your exciting new debugging adventures:
You must find a way to get the information you need in order to reason about what the problem is.
Once you understand what the problem is, you may begin to reason about a solution to the problem.
What is often happening in these cases is one of the following:
- the code you think is executing is not actually executing at all
- the code is executing far EARLIER or LATER than you think
- the code is executing far LESS OFTEN than you think
- the code is executing far MORE OFTEN than you think
- the code is executing on another GameObject than you think it is
- you’re getting an error or warning and you haven’t noticed it in the console window
To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log()
statements through your code to display information in realtime.
Doing this should help you answer these types of questions:
- is this code even running? which parts are running? how often does it run? what order does it run in?
- what are the values of the variables involved? Are they initialized? Are the values reasonable?
- are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)
Knowing this information will help you reason about the behavior you are seeing.
You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);
If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.
You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.
You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.
You could also just display various important quantities in UI Text elements to watch them change as you play the game.
If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android
If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.
Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.
Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:
When in doubt, print it out!™
Note: the print()
function is an alias for Debug.Log() provided by the MonoBehaviour class.