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Question by roamcel · Jul 14, 2011 at 05:10 AM · accesslibraryglobalconstructordeclaration

Creating a unit/library/module and accessing globally without instantiation

Hi all,

I am in need of creating a "library" that will hold enumeration types and functions that will be used extensively throughout the application, and which I'd like to attach to my gamemaster entity so that I can access those types and functions anytime and from anywhere.

My problem is that, if I create it as monobehavior I need to use "addcomponent" into the gamemaster, and if I create it as a stand alone class, I need to instantiate it with 'new'. Both actions are however senseless, since there's really no constructor to have in such a library.

in c# I would have expected something like using the "using" clause on top, for unityengine, etc., but I haven't found any reference to that. I have found about 'scriptableobject', but seemingly the derived classes need -still- be instantiated (of course being classes, i might add), but then again that's the problem, is there a way to declare types and functions without the need to instantiate a gameobject/component/class which contains them?

I have the suspicion I'm doing something wrong so I'd appreciate any advice.

thanks

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Answer by DaveA · Jul 14, 2011 at 05:13 AM

I think if you make it static (and everything in it) you don't need to 'new' it anywhere, but you may need to put it into a Plugins folder (not sure that's required, but I do for organization anyway).

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avatar image roamcel · Jul 14, 2011 at 05:32 AM 0
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static? hm. let me check on that, thanks.

I think you're right, standing to what I've found on this page: http://forum.unity3d.com/threads/52166-Static-Function It's still not very clear how you 'incorporate' that class into your main program though. Do you declare the class as a variable, or just having the script in your project makes it available?

thanks

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