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Question by Danikashi · Aug 23, 2016 at 07:16 PM · gameobject2d-platformercheckpointshandlingpractices

Global objects & good practices?

First and foremost i'm prototyping a 2D Platformer and i've just started with the checkpoint mechanics. The way i'm handling checkpoints and world resets is that i made an object that acts as a CheckpointManager and i simply won't destroy it when the player resets because of dying, this object also handles spawning the player in the right place.

So far so good, what i think might be a bad practice is the way i'm accessing this object/script, i'd like some feedback and if there's a better way to access it.

 checkpointManager = GameObject.Find ("Checkpoint Manager").GetComponent<CheckpointManager>();

This is how i do it, but this means i'll always have to look for it as a GameObject and since i have quite a few of them when it expands even further it might affect the performance.

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Answer by JedBeryll · Aug 23, 2016 at 08:47 PM

It's faster to use FindWithTag and it's even faster to create a static reference to the manager. All my managers have references to themselves because there's always only one of them. This is my usual "formula":

 public class CheckpointManager {
     public static CheckpointManager Instance { get; private set; }
 
     private void Awake() {
         Instance = this;
     }
 }
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