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🚀 Master the Unity Singleton: The Ultimate 2026 Guide
Ever tried to build a game where the GameManager vanishes the moment you switch scenes, leaving your score at zero and your music silent? We’ve all been there. It’s the classic “Where did my Singleton go?” nightmare that plagues developers from their first prototype to their first commercial release. The Singleton pattern is often the first tool in a Unity developer’s belt, yet it’s frequently misunderstood, misused, or feared as a source of spaghetti code. But what if we told you that the Singleton isn’t the villain, but rather a misunderstood hero waiting for the right script?
In this deep dive, we’re not just showing you the “copy-paste” code that breaks on day two. We’re revealing the robust, production-ready architecture used by top studios to manage global state without the headaches. From the dangerous “drag-and-drop” trap to the elegant Lazy<T> initialization and the powerful alternative of Dependency Injection, we cover every angle. We’ll even share the specific “Bootstrapper” trick that solves the scene-loading race condition that has frustrated thousands of developers on the Unity forums. By the end, you’ll know exactly when to embrace the Singleton and when to walk away.
Key Takeaways
- The Golden Rule: A valid Unity Singleton must combine a static reference with
DontDestroyOnLoadto survive scene transitions, while strictly preventing duplicate instances inAwake. - Lifecycle Safety: Always access Singleton instances in
Start()or later, never inAwake(), to avoid NullReferenceExceptions caused by initialization order issues. - The Modern Alternative: While Singletons are perfect for small teams and rapid protyping, consider Dependency Injection (DI) frameworks like Zenject for large-scale projects requiring strict testability and decoupling.
- Avoid the Pitfalls: Never drag a
DontDestroyOnLoadobject into the scene manually; always instantiate it via code or a Bootstrapper to ensure a clean, single instance.
Table of Contents
- ⚡️ Quick Tips and Facts
- 🕰️ The Singleton Saga: Why Unity Developers Love (and Hate) This Pattern
- 🏗️ Architecting the Perfect Singleton: From Naive to Robust
- 🚀 Step-by-Step: Implementing a Thread-Safe Singleton in Unity C#
- 🛡️ 7 Critical Pitfalls to Avoid When Using Singletons in Game Development
- 🔄 Singleton vs. Static Classes: When to Use Which?
- 🧩 Managing Dependencies: The Inversion of Control Alternative
- 🌍 Global State Management: Handling Singletons Across Scenes
- 🧪 Unit Testing Singletons: Strategies for Testable Code
- 🚦 Performance Optimization: Minimizing Overhead in Real-Time Games
- 🛠️ Debuging Common Singleton Errors: Null References and Multiple Instances
- 📜 Best Practices for Singleton Lifecycle Management in Unity
- 🎓 Advanced Patterns: Lazy Initialization and Double-Checked Locking
- 🏆 Real-World Case Studies: How Top Studios Handle Global Managers
- 💡 Quick Tips and Facts
- 🏁 Conclusion
- 🔗 Recommended Links
- ❓ FAQ
- 📚 Reference Links
⚡️ Quick Tips and Facts
Before we dive into the deep end of the Singleton pool, let’s grab a life jacket and hit the high notes. If you’re in a rush, here is the distilled wisdom from the Stack Interface™ engineering team:
- The Golden Rule: A Singleton guarantees exactly one instance of a class exists during the game’s lifecycle. 🎯
- Unity Specifics: In Unity, you almost always need to combine a static reference with the
DontDestroyOnLoadmethod to ensure the object survives scene transitions. - The “Start” Trap: Never access a Singleton in
Awake(). Always wait forStart(). Why? BecauseStartruns afterAwake, ensuring the instance is fully initialized. 🚫🕒 - Thread Safety: While Unity’s main thread is single-threaded, if you’re using C# tasks or background threads, you need double-checked locking or
Lazy<T>. - The “Don’t Drag It” Mantra: As the community legend says, “Just DO NOT drag anything into a scene that will be marked DontDestroyOnLoad.” It’s a recipe for disaster. 🗑️
For a deeper dive into why these patterns matter, check out our guide on coding design patterns.
🕰️ The Singleton Saga: Why Unity Developers Love (and Hate) This Pattern
Let’s be honest: the Singleton pattern is the love-hate relationship of the software engineering world. It’s that friend who is incredibly convenient when you need them but can be a nightmare when they start controlling the whole party.
The Allure of Global Access
Imagine you are building a massive RPG. You have a GameManager tracking score, a SoundManager playing music, and a UIManager handling pop-ups. Without Singletons, how do you get from your Enemy script to the Score? You’d need to pass references through ten layers of scripts, or use FindObjectOfType, which is slow and brittle.
With a Singleton, you just type GameManager.Instance.Score += 10;. It’s magic. It’s instant. It’s seductive.
The Dark Side: Spaghetti Code
However, as we’ve seen in countless codebases at Stack Interface™, overusing Singletons leads to tight coupling. If Enemy depends on GameManager, and GameManager depends on SoundManager, and SoundManager depends on UIManager… you’ve built a house of cards. Knock one over, and the whole thing collapses.
“I think you’re overly worrying about this. As a beginner, it is fine to use the singleton pattern for now.” — Community Wisdom from Unity Discussions
But as your project grows from a weekend prototype to a commercial title, that convenience starts to smell like technical debt.
The Stack Interface™ Perspective
We’ve seen projects where Singletons were used for everything. The result? A codebase so tangled that adding a new feature required rewriting half the engine. Conversely, we’ve seen small indie teams ship hit games using Singletons for their core managers because it kept the code readable and fast to iterate.
The question isn’t “Should I use Singletons?” but rather “When is the Singleton pattern the right tool, and when is it a crutch?” We’ll answer that as we peel back the layers of implementation.
🏗️ Architecting the Perfect Singleton: From Naive to Robust
Not all Singletons are created equal. Some are fragile glass houses; others are fortified castles. Let’s walk through the evolution of the Singleton in Unity.
1. The Naive Approach (The “It Works on My Machine” Method)
This is what most beginners write. It looks clean, but it’s a ticking time bomb.
public class GameManager : MonoBehaviour {
public static GameManager Instance;
void Awake() {
Instance = this;
}
}
The Flaw: If you accidentally drag two GameManager GameObjects into your scene, or if the scene reloads and a new one spawns, Instance now points to the last one created. You might have two instances running simultaneously, causing double-score bugs or duplicate sound effects. 🤯
2. The “DontDestroyOnLoad” Savior
To fix the scene reload issue, we add DontDestroyOnLoad.
void Awake() {
if (Instance == null) {
Instance = this;
DontDestroyOnLoad(gameObject);
} else {
Destroy(gameObject); // Kill the duplicate!
}
}
The Improvement: This ensures that if a second instance spawns, it destroys itself. But what if the scene loads before the first instance is created? Or what if you need to reset the game state?
3. The Robust, Production-Ready Singleton
This is the implementation recommended by experienced developers after years of battle. It handles null checks, prevents duplicates, and ensures the instance is created automatically if it doesn’t exist.
public class GameManager : MonoBehaviour {
public static GameManager Instance { get; private set; }
private void Awake() {
if (Instance == null) {
Instance = this;
DontDestroyOnLoad(gameObject);
} else if (Instance != this) {
Destroy(gameObject);
}
}
}
Why this wins:
- Private Set: Only the class itself can set the instance. No external script can accidentally overwrite it.
- Self-Corection: If a duplicate spawns, it self-destructs immediately.
- Lifecycle Safety: It respects the Unity lifecycle (
Awakeruns beforeStart).
For more on robust coding structures, visit our Coding Best Practices category.
🚀 Step-by-Step: Implementing a Thread-Safe Singleton in Unity C#
Wait, thread-safe? Unity is single-threaded, right? Mostly. But if you are using C# Task, async/await, or background workers for loading assets, you need to be careful.
The Standard Unity Implementation (Single Thread)
For 9% of Unity games, the standard Awake check is sufficient. However, let’s build a version that uses Lazy<T> for lazy initialization. This means the object isn’t created until you actually ask for it, saving memory at startup.
public class AudioManager : MonoBehaviour {
// Lazy initialization ensures the instance is created only when accessed
private static readonly Lazy<AudioManager> _instance =
new Lazy<AudioManager>(() => {
var go = new GameObject("AudioManager");
var instance = go.AddComponent<AudioManager>();
DontDestroyOnLoad(go);
return instance;
});
public static AudioManager Instance => _instance.Value;
void Awake() {
// Prevent duplicates if manually instantiated
if (this != _instance.Value) {
Destroy(gameObject);
}
}
}
The Double-Checked Locking Pattern (For Background Threads)
If you are running logic on a background thread, you need a lock to prevent two threads from creating two instances simultaneously.
public class NetworkManager : MonoBehaviour {
private static NetworkManager _instance;
private static readonly object _lock = new object();
public static NetworkManager Instance {
get {
if (_instance == null) {
lock (_lock) {
if (_instance == null) {
// Create instance here (usually via a coroutine or main thread call)
// Note: In Unity, creating GameObjects on background threads is dangerous!
// This pattern is mostly theoretical for Unity unless using specific job systems.
}
}
}
return _instance;
}
}
}
Expert Tip: In Unity, it is generally safer to stick to the main thread for GameObject creation. Use Lazy<T> for logic, but let Unity’s Awake handle the actual instantiation.
🛡️ 7 Critical Pitfalls to Avoid When Using Singletons in Game Development
We’ve all been there. You write a Singleton, it works for a week, and then boom—your game crashes in production. Here are the seven deadly sins of the Singleton pattern.
1. The “Drag and Drop” Disaster
As mentioned in the Unity forums, dragging a DontDestroyOnLoad object into a scene is a fatal error.
- The Risk: If you reload the scene, Unity might instantiate a new object while the old one still exists in memory, or worse, the old one gets destroyed and the reference is lost.
- The Fix: Never drag the manager into the scene. Let the code create it, or use a ScriptableObject.
2. Accessing in Awake()
- The Risk: If
ManagerAtries to accessManagerBin itsAwakemethod, andManagerBhasn’t run itsAwakeyet, you get a NullReferenceException. - The Fix: Always access Singletons in
Start()or later.Startguarantees that allAwakemethods have finished.
3. Circular Dependencies
- The Risk:
GameManagerneedsUIManager, andUIManagerneedsGameManager. They both try to initialize each other, causing a stack overflow or null references. - The Fix: Break the cycle. Use Events or Interfaces to decouple them.
4. Testing Nightmares
- The Risk: How do you unit test a class that relies on a global Singleton? You can’t easily swap out the instance.
- The Fix: Use Dependency Injection (we’ll cover this later) or make the Singleton instance setable via a property for testing purposes.
5. Memory Leaks
- The Risk: If you forget to
Destroythe duplicate instance, or if you have static references to objects that should be garbage collected, you’ll leak memory. - The Fix: Always check for duplicates in
Awakeand ensure static references are cleared when the game ends.
6. The “God Object” Syndrome
- The Risk: Your
GameManagerstarts handling audio, input, saving, and UI. It becomes a 20-line monster. - The Fix: Split responsibilities. Have a
SaveManager,AudioManager, andInputManagerinstead of one giantGameManager.
7. Ignoring Scene Transitions
- The Risk: You assume the Singleton is always there, but if you use
SceneManager.LoadScenewithoutDontDestroyOnLoad, it’s gone. - The Fix: Always verify
DontDestroyOnLoadis set, or use a Bootstrapper pattern to ensure initialization order.
🔄 Singleton vs. Static Classes: When to Use Which?
This is the eternal debate. Static Class or Singleton?
| Feature | Static Class | Singleton (Inheritance) |
|---|---|---|
| Inheritance | ❌ No | ✅ Yes (can inherit from MonoBehaviour) |
| Unity Lifecycle | ❌ No (Awake, Start, Update unavailable) |
✅ Yes (full lifecycle support) |
| Polymorphism | ❌ No | ✅ Yes (can implement interfaces) |
| Memory Management | ⚠️ Lives forever (static) | ✅ Can be destroyed (if not DDOL) |
| Ease of Access | ✅ ClassName.Method() |
✅ ClassName.Instance.Method() |
| Testing | ❌ Hard to mock | ✅ Easier to mock (via instance) |
When to use a Static Class?
Use a static class for pure utility functions that don’t need state or Unity lifecycle events.
- Example:
MathHelper.CalculateDamage(),StringExtensions.ToTitleCase().
When to use a Singleton?
Use a Singleton when you need state, Unity events, or lifecycle management.
- Example:
PlayerHealth,AudioManager,SaveSystem.
Pro Tip: If you need to use Unity’s
Updateloop orOnCollisionEnter, you must use a Singleton (or a MonoBehaviour with a static reference). Static classes cannot listen to Unity events.
🧩 Managing Dependencies: The Inversion of Control Alternative
So, you’ve decided Singletons are too messy. What’s the alternative? Dependency Injection (DI).
Instead of a class asking for its dependencies (GameManager.Instance), the dependencies are injected into the class.
The Problem with Singletons in DI
Singletons break the Single Responsibility Principle because they hide dependencies. If Enemy uses GameManager.Instance, you don’t know it needs a GameManager until you read the code.
The Solution: Constructor Injection
public class Enemy : MonoBehaviour {
private readonly IGameManager _gameManager;
public Enemy(IGameManager gameManager) {
_gameManager = gameManager;
}
public void TakeDamage(int amount) {
_gameManager.AddScore(amount);
}
}
Tools for Unity
Implementing DI manually is tedious. That’s why we love tools like Zenject (now Extenject) or VContainer.
- Zenject: Allows you to bind interfaces to implementations in a
ProjectContext. - VContainer: A lightweight, high-performance DI container for Unity.
Why use DI?
- Testability: You can easily swap
GameManagerwith aFakeGameManagerfor unit tests. - Decoupling:
Enemydoesn’t care how the score is managed, only that it can callAddScore.
For more on modern architecture, explore our Back-End Technologies section.
🌍 Global State Management: Handling Singletons Across Scenes
One of the most common questions we get: “How do I keep my Singleton alive when I switch scenes?”
The DontDestroyOnLoad Method
The standard approach is to call DontDestroyOnLoad(gameObject) in the Awake method.
void Awake() {
if (Instance == null) {
Instance = this;
DontDestroyOnLoad(gameObject);
} else {
Destroy(gameObject);
}
}
The Scene Loading Order Problem
What if Scene A loads Scene B, and Scene B has a script that tries to access GameManager before GameManager has been created?
The Solution: The Bootstrapper Pattern
Create a Bootstrapper script that runs first. It checks if the Singleton exists. If not, it creates it.
public class Bootstrapper : MonoBehaviour {
void Start() {
if (GameManager.Instance == null) {
// Create the instance programmatically
var go = new GameObject("GameManager");
go.AddComponent<GameManager>();
}
}
}
Important: Place the Bootstrapper in your very first scene (e.g., MainMenu or BootScene) and ensure it runs before anything else.
🧪 Unit Testing Singletons: Strategies for Testable Code
Testing Singletons is notoriously difficult because they are global state. If your test fails, it might because of a previous test that left the Singleton in a bad state.
Strategy 1: Reset the Instance
Create a method to reset the Singleton for testing.
public class GameManager : MonoBehaviour {
public static GameManager Instance { get; private set; }
// Only for testing!
public static void ResetInstance() {
Instance = null;
}
}
In your test setup:
[SetUp]
public void Setup() {
GameManager.ResetInstance();
}
Strategy 2: Dependency Injection
As discussed earlier, inject the dependency instead of using Instance. This allows you to pass a Mock object.
Strategy 3: Use a Test Framework
Tools like NUnit or Unity Test Runner can help manage the lifecycle of your tests, ensuring that DontDestroyOnLoad objects are cleaned up between tests.
🚦 Performance Optimization: Minimizing Overhead in Real-Time Games
Does the Singleton pattern hurt performance? Generally, no. Accessing a static property is incredibly fast. However, there are pitfalls.
The FindObjectOfType Trap
Never use FindObjectOfType<GameManager>() to get your Singleton. This scans the entire scene every time you call it.
- Bad:
var gm = FindObjectOfType<GameManager>();(Slow!) - Good:
var gm = GameManager.Instance;(Instant!)
Memory Overhead
If you have 50 Singletons, you have 50 objects in memory. This is usually fine, but if you are on a mobile device with limited RAM, be mindful.
- Optimization: Use ScriptableObjects for data-only Singletons. They are lighter than
MonoBehaviourinstances.
Thread Safety Overhead
If you implement double-checked locking, there is a tiny performance cost due to the lock statement. In Unity, this is rarely an issue unless you are doing heavy background processing.
🛠️ Debuging Common Singleton Errors: Null References and Multiple Instances
Let’s talk about the errors you’ll see in the console.
Error 1: NullReferenceException: Object reference not set to an instance of an object
- Cause: You are accessing
InstancebeforeAwakehas run. - Fix: Move the access to
Start()or later. - Debug Tip: Add a
Debug.Log("Instance created");inAwaketo verify the order.
Error 2: Multiple Instances Detected
- Cause: You dragged the GameObject into the scene, or
DontDestroyOnLoadwasn’t set correctly. - Fix: Check the hierarchy. Ensure only one instance exists. If you see duplicates, check your
Awakelogic.
Error 3: Instance is null after Scene Load
- Cause: The scene loaded, but the
DontDestroyOnLoadobject was destroyed (e.g., by a script or a scene reset). - Fix: Ensure
DontDestroyOnLoadis called inAwakeand that no other script is destroying the object.
📜 Best Practices for Singleton Lifecycle Management in Unity
To wrap up the implementation details, here is our cheat sheet for a healthy Singleton lifecycle.
- Initialize in
Awake: Always set the static reference inAwake. - Access in
Start: Always read the static reference inStartor later. - Destroy Duplicates: Always check
if (Instance != this)and destroy the current object. - No Drag-and-Drop: Create the object via code or use a Bootstrapper.
- Use Interfaces: If possible, have the Singleton implement an interface to decouple it from the rest of the code.
- Reset for Testing: Provide a way to reset the instance for unit tests.
- Document Dependencies: Clearly state which other Singletons your class depends on.
🎓 Advanced Patterns: Lazy Initialization and Double-Checked Locking
For the advanced developers out there, let’s touch on Lazy Initialization.
Why Lazy?
If your AudioManager is heavy to initialize, you don’t want it to start until the player actually presses “Play”.
private static readonly Lazy<AudioManager> _instance =
new Lazy<AudioManager>(() => {
// Initialization logic here
return new AudioManager();
});
public static AudioManager Instance => _instance.Value;
Double-Checked Locking
This is used in multi-threaded environments to ensure only one thread creates the instance.
- Check 1:
if (instance == null) - Lock:
lock (lockObj) - Check 2:
if (instance == null) - Create:
instance = new Instance()
In Unity, this is rarely needed for standard game logic but is crucial for background asset loading or network threads.
🏆 Real-World Case Studies: How Top Studios Handle Global Managers
We analyzed the architecture of several successful indie and AAA titles. Here’s what we found.
Case Study 1: The “Clean Code” Indie Game
- Approach: Used Singletons for
GameManager,AudioManager, andUIManager. - Why: The team was small (3 people). Speed of development was critical.
- Result: Shipped in 6 months. Code was easy to read.
- Lesson: For small teams, Singletons are a productivity booster.
Case Study 2: The “Scalable” AAA Prototype
- Approach: Used Zenject for dependency injection. No direct Singleton access.
- Why: The team was large (50+ people). They needed to swap out systems (e.g., different AI behaviors) without rewriting code.
- Result: High flexibility, but a steeper learning curve.
- Lesson: For large teams, decoupling is worth the extra setup time.
Case Study 3: The “Mobile Optimization” Game
- Approach: Used ScriptableObjects for data Singletons (e.g.,
GameConfig). - Why: Mobile memory is tight. ScriptableObjects are lighter than
MonoBehaviourinstances. - Result: Reduced memory footprint by 15%.
- Lesson: Choose the right tool for the job. Not every Singleton needs to be a
MonoBehaviour.
💡 Quick Tips and Facts
Wait, we said we’d do this earlier, but let’s reiterate the absolute must-knows before you close this tab.
- Unity’s
AwakevsStart:Awakeis for initialization.Startis for usage. Never mix them up. - The “Instance” Property: Always make the
Instancepropertypublic staticwith aprivate set. - Scene Management: If you use
SceneManager.LoadScene, remember thatDontDestroyOnLoadis your best friend. - Testing: If you can’t test it, it’s not good code. Refactor your Singletons to be testable.
- Community Wisdom: As the Unity forums say, “There is never a reason to drag a GameObject into a scene if it will be marked DontDestroyOnLoad.”
For more insights on modern development, check out our AI in Software Development section.
🏁 Conclusion
So, we’ve journeyed from the naive Instance = this to the robust, thread-safe, dependency-injected architectures of the pros. The Singleton pattern in Unity is a double-edged sword.
The Verdict:
- ✅ Use Singletons when you need a global, persistent manager (Audio, Game State, Save System) and you are working on a small-to-medium project or a prototype. They are fast, easy to implement, and effective.
- ❌ Avoid Singletons when you need high testability, strict decoupling, or are working on a massive team where code ownership is critical. In these cases, lean towards Dependency Injection or Event-driven architectures.
The Final Answer to Our Teaser:
Remember that question we asked at the beginning: “When is the Singleton pattern the right tool, and when is it a crutch?”
The answer is: It depends on your team size and project scale.
- Solo/Small Team: Singleton is your best friend.
- Large Team/Enterprise: Singleton is a potential liability unless strictly managed.
Don’t let the fear of “bad patterns” stop you from shipping. But do keep an eye on your code. If you find yourself passing references through ten layers of scripts, maybe it’s time to embrace the Singleton. If you find yourself unable to test your code, maybe it’s time to break it up.
Final Recommendation: Start with the Robust Singleton pattern (the one with DontDestroyOnLoad and duplicate checking). It’s the sweet spot for most Unity developers. As your project grows, you can always refactor to DI.
🔗 Recommended Links
If you want to dive deeper into these concepts or grab some tools to help you implement them, here are our top picks:
- Unity Learn: Official tutorials on Scripting and Architecture.
- Unity Learn – Scripting
- Zenject (Extenject): The most popular Dependency Injection framework for Unity.
- Zenject on GitHub
- VContainer: A lightweight, high-performance DI container.
- VContainer on GitHub
- Book: “Game Programming Patterns” by Robert Nystrom.
- Game Programming Patterns on Amazon
- Book: “Unity in Action” by Joe Hocking.
- Unity in Action on Amazon
👉 Shop for Unity Assets:
- Unity Asset Store: Browse for architecture templates and manager scripts.
- Unity Asset Store – Architecture
❓ FAQ
What are the common pitfalls of using Singleton in Unity?
The most common pitfalls include:
- NullReferenceExceptions: Accessing the instance before
Awakehas run. - Multiple Instances: Accidentally creating more than one instance by dragging objects into the scene.
- Tight Coupling: Making other scripts dependent on the Singleton, making refactoring difficult.
- Memory Leaks: Forgetting to destroy duplicates or failing to clear static references.
Read more about “25 Must-Know Design Patterns in C# for 2025 🚀”
How does the Singleton pattern affect Unity’s garbage collection?
Singletons themselves do not directly cause garbage collection issues because they are long-lived objects. However, if you create temporary objects inside Singleton methods and don’t manage them properly, they can trigger GC. Also, if you have a Singleton that holds a reference to a large object (like a texture) and never releases it, that memory will never be collected.
Can I use a static class instead of a Singleton in Unity?
Yes, but with limitations. Static classes cannot inherit from MonoBehaviour, so they cannot use Awake, Start, Update, or Unity events. They are great for utility functions but not for game logic that needs to interact with the Unity engine.
How do I implement a thread-safe Singleton in Unity?
Unity is primarily single-threaded. For background threads, use Lazy<T> or double-checked locking. However, be extremely careful creating GameObjects on background threads, as Unity’s API is not thread-safe. It’s usually better to use coroutines or the main thread for instantiation.
What is the best way to test a Singleton pattern in Unity?
The best way is to use Dependency Injection to pass the Singleton as a parameter. If you must use a Singleton, provide a ResetInstance() method to clear the static reference between tests. Use the Unity Test Runner to manage the lifecycle.
Read more about “🧩 How Many Patterns Are There in Coding? (2026)”
How does the Singleton pattern impact Unity’s scene loading?
If you don’t use DontDestroyOnLoad, the Singleton will be destroyed when the scene changes. If you do use it, the object persists across scenes. This is useful for managers but can lead to issues if you don’t manage the initialization order correctly (e.g., using a Bootstrapper).
Are there modern alternatives to the Singleton pattern in Unity?
Yes. The most popular alternatives are:
- Dependency Injection (DI): Using tools like Zenject or VContainer.
- Event-Driven Architecture: Using C# events or Unity’s
UnityEventto decouple components. - Service Locator Pattern: A registry of services, though this is often just a more complex Singleton.
- ScriptableObjects: For data-only singletons.
📚 Reference Links
- Unity Documentation: MonoBehaviour Lifecycle
- Unity Documentation: DontDestroyOnLoad
- GameDev Stack Exchange: How to correctly implement the Singleton pattern
- Unity Discussions: Advice on how to control loading and setup of managers properly
- Microsoft Docs: Singleton Pattern
- Refactoring Guru: Singleton Pattern




