Created
February 9, 2026 12:51
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Scriptable Singleton in a correct way
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| using System; | |
| using System.Linq; | |
| using UnityEngine; | |
| public class ScriptableConfig<T> : ScriptableObject where T : ScriptableConfig<T> | |
| { | |
| private static T _instance; | |
| public static T Instance | |
| { | |
| get | |
| { | |
| if (_instance != null) return _instance; | |
| if (Application.isPlaying) LoadRuntime(); | |
| #if UNITY_EDITOR | |
| else LoadEditor(); | |
| #endif | |
| return _instance; | |
| } | |
| } | |
| private static void LoadRuntime() => _instance = Resources.FindObjectsOfTypeAll<T>().FirstOrDefault(); | |
| #if UNITY_EDITOR | |
| private void Awake() | |
| { | |
| if (Application.isPlaying) return; | |
| var preloads = UnityEditor.PlayerSettings.GetPreloadedAssets(); | |
| if (preloads.Contains(this)) return; | |
| if (preloads.Any(p => p is T)) | |
| { | |
| var path = UnityEditor.AssetDatabase.GetAssetPath(this); | |
| UnityEditor.AssetDatabase.DeleteAsset(path); | |
| DestroyImmediate(this); | |
| return; | |
| } | |
| Array.Resize(ref preloads, preloads.Length + 1); | |
| preloads[^1] = this; | |
| UnityEditor.PlayerSettings.SetPreloadedAssets(preloads); | |
| } | |
| private static void LoadEditor() | |
| { | |
| if (Application.isPlaying) return; | |
| _instance = UnityEditor.PlayerSettings.GetPreloadedAssets().FirstOrDefault(p => p is T) as T; | |
| } | |
| #endif | |
| } |
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