In this chapter, we tackled one of the most controversial design patterns out there. But we found a way to implement it with a consistent and reusable approach. The Singleton is a pattern that's perfectly suited to Unity's coding model but overusing it can lead you to become too dependent on it.Â
In the next chapter, we will review the State pattern, which we will use to implement a controller class for the main ingredient of our game, the racing bike.