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Augmented Reality Game Development

You're reading from   Augmented Reality Game Development Create your own augmented reality games from scratch with Unity 5

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781787122888
Length 334 pages
Edition 1st Edition
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Author (1):
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Micheal Lanham Micheal Lanham
Author Profile Icon Micheal Lanham
Micheal Lanham
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Table of Contents (11) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. Mapping the Player's Location 3. Making the Avatar 4. Spawning the Catch 5. Catching the Prey in AR 6. Storing the Catch 7. Creating the AR World 8. Interacting with an AR World 9. Finishing the Game 10. Troubleshooting

The Singleton


When we started the development of our game, we managed all our objects locally within the scene. We didn't want or need to worry about the lifetime of our services/managers. However, as almost always is the case, our game matured, and we started using multiple scenes. Now, we needed our services or manager classes to be easily accessible by child scenes and almost anywhere in our code.

In games of old, we would have just created a global or static variable to track game state across scenes or scripts. A global static class could work, but suffers from a number of limitations, as follows:

  • Static classes are lazy loaded and can be especially fragile in Unity.
  • Static classes cannot implement an interface.
  • Static classes can only be derived from an object. They cannot inherit from MonoBehaviour and thus be used as components in Unity, which means that they cannot also use Unity Coroutines or other base methods, such as Start, Update, and so on.

Let's take a look at the difference in...

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