In trying to make sure I understood the concept of singletons, I created a way to do it with a string, "on and “off”. Was wondering why you shouldn’t do this? It works, but I’m wondering if it will create problems down the line.
using UnityEngine;
using System.Collections;
public class MusicPlayer : MonoBehaviour {
static string music_switch = "off";
void Awake () {
if (music_switch == "on"){
Destroy(gameObject);
}
else {
music_switch = "on";
DontDestroyOnLoad(gameObject);
}
}
}
using UnityEngine;
using System.Collections;
public class MusicPlayer : MonoBehaviour {
static string music_switch = "off";
void Awake () {
if (music_switch == "off"){
music_switch = "on";
DontDestroyOnLoad(gameObject);
}
else if(music_switch == "on"){
Destroy(gameObject);
}
}
}
I actually like this better, has a better flow.
Hmmm I read the first one, and think it makes sense to me… But the second one seems less intuitive to me. Thanks for sharing!
The second one, I just like it from the concept of a light switch. If the light is off, turn it on and don’t destroy that instance. Every instance that comes after, the switch is already on, so destroy them.