Is Something Wrong With My Singleton Pattern?

Hello all,

I will post my scripts then explain my predicament.
Here is my first script, DynamiteMover, that has the Singleton Pattern in it:

using UnityEngine;
using System.Collections;

public class DynamiteMover : MonoBehaviour 
{
	public float speed; 

	public float rotSpeedY;

	private GameManagerScript GMS;

	//NOTE:
	//Singleton Pattern used from line 15 - 27

	static DynamiteMover _instance;

	public static DynamiteMover instance
	{
		get
		{
			if (_instance == null)
			{
				_instance = FindObjectOfType<DynamiteMover>();
			}
			return _instance;
		}
	}

	void Start ()
	{
		GMS = GameObject.Find ("GameManager").GetComponent<GameManagerScript> (); //Finds the script "GameManager"
	}

	public float acceleration;

	void Update () 
	{
		if (GMS.countDownDone == true) 
		{
			speed += Time.deltaTime * acceleration;	//Set what "speed" is
			
			transform.position += Vector3.back * speed;	//Moves the gameobject 
			transform.Rotate (0.0f, rotSpeedY, 0.0f);	//Rotates the gameobject
		}
	}
}

And here is most of my second script, DynamiteCollision, where my problem lies:

using UnityEngine;
using System.Collections;

public class DynamiteCollision : MonoBehaviour 
{

	public AudioSource scream;

	private ScoreManager scoreManagerScript;

	void Start()
	{
		scoreManagerScript = GameObject.Find("ScoreManager").GetComponent<ScoreManager> ();

		scream = GetComponent<AudioSource>();

	}
	
	IEnumerator BriefPause ()
	{
		yield return new WaitForSeconds (2.0f);
		
		Application.LoadLevel (7);
	}

	void OnTriggerEnter(Collider other) 
	{
		if (other.gameObject.tag == "Player") 
		{
			scoreManagerScript.scoreIncreasing = false;

			scream.Play();

			PlaneMover.instance.scrollSpeed = 0.0f;

			PlaneMover.instance.acceleration = 0.0f;

			DynamiteMover.instance.speed = 0.0f;

			//StartCoroutine(BriefPause());


		}
	}

My problem lies inside of the OnTriggerEnter function, on the second to last line of code, just above the CoRoutine I commented out. Nothing happens whenever the Dynamite enters the trigger (which is my player). What I want to happen is for the Dynamite to stop moving, but it does not stop.

Is there something wrong with the way I set up my Singleton Pattern? Or is the something wrong with the way I called it in my DynamiteCollision script?

EDIT: The singleton pattern works on my “PlaneMover” script that stops when the trigger is entered. The singleton is exactly the same on the PlaneMover and DynamiteMover scripts and yet the Dynamite won’t stop, that is why I am puzzled and asking here on Unity answers.

The proper way of using singletons in Unity is like this:

public class SingletonClass : MonoBehaviour {

	private static SingletonClass instance;

	void Awake() {
		instance = this;
	}

	public static SingletonClass Instance {
		get {
			return instance;
		}
	}
}