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Question by PaxForce · Jan 15, 2017 at 06:48 PM · scene-switchingdontdestroyonloadsingletonasyncgenerics

Big problem with a small singleton

In my initial scene (Scene_1) I have a gameObject called ApplicationBase, which I made into a singleton like so:

 public class ApplicationBase_scr : MonoBehaviour
 {
   public static ApplicationBase_scr instance = null;
   public GameObject[] players;
 
   private void Awake()
   {
     if (instance == null)
       instance = this;
     else if (instance != this)
     {
       Destroy(gameObject);
     }
     DontDestroyOnLoad(gameObject);
   }

When I enter Scene_2, everything is fine, but when I RETURN to Scene_1 from Scene_2 there are suddenly two pieces of Singleton for a short time - the initial singleton (which I "carried" from Scene_1 into Scene_2) gets destroyed and it gets replaced by the new singleton from Scene_1.

What I would like to do is the following: when I'm returning from Scene_1 to Scene_2, I would like to KEEP the singleton I carried initially from Scene_1 to Scene_2 and back to Scene_1. And need the new Singleton in Scene_1 destroyed.

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Answer by PaxForce · Jan 26, 2017 at 12:13 PM

I sloved this problem myself with the help of Unity's official and awesome 2D Rouglike tutorial. I simply created a SingletonLoader_scr class, that instantiates all the singletons I need in runtime.

 using UnityEngine;
 using System.Collections;
 
 public class SingletonLoader_scr : MonoBehaviour
 {
   public GameObject applicationBase;
 
   void Awake()
   {
     if (ApplicationBase_scr.instance == null)
       Instantiate(applicationBase);
   }
 }

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