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![]() The Singleton design pattern keeps the instantiation of a class to a single instance. Controversial but convenient, Singletons are something you will most definitely encounter in your life as a developer. 👍Singletons are very quick to implement and can make accessing an object easy. 👍Better than static classes, they can leverage polymorphism, cache values, and have their instances swapped out. 👍They require low memory usage, low latency, and only need one initialization. 👍In Unity, it offers better performance then FindObjectOfType. 👎Controlling initialization order across Singletons can become messy very quickly. 👎Deviates from the single responsibility principle. 👎Promotes mass coupling to a single instance. 👎It can be difficult to refactor, especially if you need to change its behavior in a different context. 👎In Unity, it is difficult to track the lifecycle of the Singleton MonoBehavior. 👎It's not always easy to subclass and extend. 👎Easy to abuse with many singletons and have limited flexibility in your codebase. ✅Do I recommend Singletons? Well, it depends... ✅Is your project small? Do you have time constraints? Will your class change in the future, or will it most likely always behave the same? e.g. logging system. ✅Singletons are not the cleanest or most flexible system, but they are convenient and quick to implement. ✅In Unity, Singleton MonoBehaviors can swap instances depending on what scene or prefab is loaded. 🚀Beware overuse, understand the limitations, and use it at your own discretion. ➡️Follow @mefirstgames for more game dev tips. ➡️Free Unity Tools: https://www.mefirstgames.com/hierarchy-comments.html
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Me First Games is an independent game studio dedicated to creating unique and bizarre video games.
Red MatterStar Impact is an upcoming adventure platformer coming to PC, Mac, and Linux.
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