I have a question about the error that occurs when I add a Generic-based class to a Component as a Singleton in unityA generic error occurred in GDI+, JPEG Image to MemoryStreamWhy is my namespace not recognized in Visual Studio / xamlUnit testing in case of a service locator patternCompilation Error -The call is ambiguous between the following methods or propertiesCreate Android plugin with Unity (C#)How to make Unity singleton base class to support generics?Singleton pattern by using UnityWandering AI in unity C#how to create a generic singleton class in Unity?Create Event Manager (Messaging System) in Unity Using delegate and event

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I have a question about the error that occurs when I add a Generic-based class to a Component as a Singleton in unity


A generic error occurred in GDI+, JPEG Image to MemoryStreamWhy is my namespace not recognized in Visual Studio / xamlUnit testing in case of a service locator patternCompilation Error -The call is ambiguous between the following methods or propertiesCreate Android plugin with Unity (C#)How to make Unity singleton base class to support generics?Singleton pattern by using UnityWandering AI in unity C#how to create a generic singleton class in Unity?Create Event Manager (Messaging System) in Unity Using delegate and event






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1















  • situation

I want to implement a generic-based 'PoolingManagerBase' in a singleton pattern for class pooling.



  • Question

Why is it that a class that inherits from 'PoolingManagerBase' does not create a component that contains a singleton instance?



  • Configuration

First, I implement the generic-based 'Singleton' class.



The 'Singleton' class code looks like this



public abstract class Singleton<T> : CComponent where T : CComponent

private static T _Instance = null;

public static T Instance

get

if (_Instance == null)

GameObject gObject = new GameObject(typeof(T).ToString());
_Instance = gObject.AddComponent<T>();

DontDestroyOnLoad(gObject);

return _Instance;



public static T Create() => Instance;



Items are also held in the form of 'PoolingItemBase' and scoped to ITEM as below



public class PoolingItemBase where ITEM : PoolingItemBase<ITEM>


Therefore, the item manager also scopes ITEM as below



public class PoolingManagerBase <ITEM>: Singleton <PoolingManagerBase<ITEM>> where ITEM : PoolingItemBase<ITEM>


  • apply

To actually use it, we construct the child class as shown below.



public class TempItem : PoolingItemBase<TempItem>

public class TempItemManager : PoolingManagerBase<TempItem>


  • result

Singleton's



_Instance = gObject.AddComponent<T>();


Null is returned in part



I've been shoveling for two days, but I do not have a pointy reason ...



Is there a limit to writing nested generics in Unity?



--------------- EDIT ---------------



  1. To distinguish it from the existing Unity Component, I replaced the Singleton inherited Component with CComponent


  2. Below is the code for the CComponent class


public abstract class CComponent : MonoBehaviour

[HideInInspector] public Transform _Transform = null;
[HideInInspector] public Rigidbody _Rigidbody = null;
[HideInInspector] public Rigidbody2D _Rigidbody2D = null;

public virtual void Awake()

_Transform = transform;
_Rigidbody = GetComponentInChildren<Rigidbody>();
_Rigidbody2D = GetComponentInChildren<Rigidbody2D>();


public virtual void Update()
public virtual void FixedUpdate()
public virtual void LateUpdate()



  1. It seems to have come to an answer after thinking about the painful time.
    When I added _Instance via AddComponent<T>() inside Singleton, the type I actually imported came with information about <T>, not the lowest class.
    We just learned that Unity does not support generic-based components, so the above code did not work.
    So I modified the Singleton with the following code.


public abstract class Singleton<T> : CComponent where T : MonoBehaviour

private static T _Instance = null;
private static Type _InstanceType = null;

public static T Instance

get

if (_Instance == null)

GameObject gObject = new GameObject(typeof(T).ToString());
_Instance = gObject.AddComponent(_InstanceType) as T;

DontDestroyOnLoad(gObject);

return _Instance;



public static T Create(Type tType)

_InstanceType = tType;
return Instance;




I had the inconvenience of going through Create(typeof(T)), but now it's working well.










share|improve this question
























  • Sorry... I am Korean and I use translator so I can use poor English

    – Undouble
    Mar 22 at 9:19











  • Any errors occurs while following that procedure?

    – Morasiu
    Mar 22 at 9:33






  • 2





    Only scripts the derive from MonoBevahiour can be added as components to a GameObject. Does your Class Singleton inherit from MonoBehaviour anywhere?

    – remy_rm
    Mar 22 at 9:40






  • 1





    @Undouble I;m not quite sure how this code would work your version of CComponent does not appear to inherit from MonoBehavior or Component the AddComponent functionality expects a class that inherits from Component. In your use case I do not see a class that inherits from Unity's Component. Can you show us your definition of CComponent?

    – Eddge
    Mar 22 at 12:14







  • 1





    @Undouble unfortunately I cannot help any further without an MCVE, having an MCVE will allow me to get an accurate idea of what you are trying to do(And the arrangements of your objects), and will allow me to provide more insight specific to the problem you are running into.

    – Eddge
    Mar 22 at 13:14

















1















  • situation

I want to implement a generic-based 'PoolingManagerBase' in a singleton pattern for class pooling.



  • Question

Why is it that a class that inherits from 'PoolingManagerBase' does not create a component that contains a singleton instance?



  • Configuration

First, I implement the generic-based 'Singleton' class.



The 'Singleton' class code looks like this



public abstract class Singleton<T> : CComponent where T : CComponent

private static T _Instance = null;

public static T Instance

get

if (_Instance == null)

GameObject gObject = new GameObject(typeof(T).ToString());
_Instance = gObject.AddComponent<T>();

DontDestroyOnLoad(gObject);

return _Instance;



public static T Create() => Instance;



Items are also held in the form of 'PoolingItemBase' and scoped to ITEM as below



public class PoolingItemBase where ITEM : PoolingItemBase<ITEM>


Therefore, the item manager also scopes ITEM as below



public class PoolingManagerBase <ITEM>: Singleton <PoolingManagerBase<ITEM>> where ITEM : PoolingItemBase<ITEM>


  • apply

To actually use it, we construct the child class as shown below.



public class TempItem : PoolingItemBase<TempItem>

public class TempItemManager : PoolingManagerBase<TempItem>


  • result

Singleton's



_Instance = gObject.AddComponent<T>();


Null is returned in part



I've been shoveling for two days, but I do not have a pointy reason ...



Is there a limit to writing nested generics in Unity?



--------------- EDIT ---------------



  1. To distinguish it from the existing Unity Component, I replaced the Singleton inherited Component with CComponent


  2. Below is the code for the CComponent class


public abstract class CComponent : MonoBehaviour

[HideInInspector] public Transform _Transform = null;
[HideInInspector] public Rigidbody _Rigidbody = null;
[HideInInspector] public Rigidbody2D _Rigidbody2D = null;

public virtual void Awake()

_Transform = transform;
_Rigidbody = GetComponentInChildren<Rigidbody>();
_Rigidbody2D = GetComponentInChildren<Rigidbody2D>();


public virtual void Update()
public virtual void FixedUpdate()
public virtual void LateUpdate()



  1. It seems to have come to an answer after thinking about the painful time.
    When I added _Instance via AddComponent<T>() inside Singleton, the type I actually imported came with information about <T>, not the lowest class.
    We just learned that Unity does not support generic-based components, so the above code did not work.
    So I modified the Singleton with the following code.


public abstract class Singleton<T> : CComponent where T : MonoBehaviour

private static T _Instance = null;
private static Type _InstanceType = null;

public static T Instance

get

if (_Instance == null)

GameObject gObject = new GameObject(typeof(T).ToString());
_Instance = gObject.AddComponent(_InstanceType) as T;

DontDestroyOnLoad(gObject);

return _Instance;



public static T Create(Type tType)

_InstanceType = tType;
return Instance;




I had the inconvenience of going through Create(typeof(T)), but now it's working well.










share|improve this question
























  • Sorry... I am Korean and I use translator so I can use poor English

    – Undouble
    Mar 22 at 9:19











  • Any errors occurs while following that procedure?

    – Morasiu
    Mar 22 at 9:33






  • 2





    Only scripts the derive from MonoBevahiour can be added as components to a GameObject. Does your Class Singleton inherit from MonoBehaviour anywhere?

    – remy_rm
    Mar 22 at 9:40






  • 1





    @Undouble I;m not quite sure how this code would work your version of CComponent does not appear to inherit from MonoBehavior or Component the AddComponent functionality expects a class that inherits from Component. In your use case I do not see a class that inherits from Unity's Component. Can you show us your definition of CComponent?

    – Eddge
    Mar 22 at 12:14







  • 1





    @Undouble unfortunately I cannot help any further without an MCVE, having an MCVE will allow me to get an accurate idea of what you are trying to do(And the arrangements of your objects), and will allow me to provide more insight specific to the problem you are running into.

    – Eddge
    Mar 22 at 13:14













1












1








1








  • situation

I want to implement a generic-based 'PoolingManagerBase' in a singleton pattern for class pooling.



  • Question

Why is it that a class that inherits from 'PoolingManagerBase' does not create a component that contains a singleton instance?



  • Configuration

First, I implement the generic-based 'Singleton' class.



The 'Singleton' class code looks like this



public abstract class Singleton<T> : CComponent where T : CComponent

private static T _Instance = null;

public static T Instance

get

if (_Instance == null)

GameObject gObject = new GameObject(typeof(T).ToString());
_Instance = gObject.AddComponent<T>();

DontDestroyOnLoad(gObject);

return _Instance;



public static T Create() => Instance;



Items are also held in the form of 'PoolingItemBase' and scoped to ITEM as below



public class PoolingItemBase where ITEM : PoolingItemBase<ITEM>


Therefore, the item manager also scopes ITEM as below



public class PoolingManagerBase <ITEM>: Singleton <PoolingManagerBase<ITEM>> where ITEM : PoolingItemBase<ITEM>


  • apply

To actually use it, we construct the child class as shown below.



public class TempItem : PoolingItemBase<TempItem>

public class TempItemManager : PoolingManagerBase<TempItem>


  • result

Singleton's



_Instance = gObject.AddComponent<T>();


Null is returned in part



I've been shoveling for two days, but I do not have a pointy reason ...



Is there a limit to writing nested generics in Unity?



--------------- EDIT ---------------



  1. To distinguish it from the existing Unity Component, I replaced the Singleton inherited Component with CComponent


  2. Below is the code for the CComponent class


public abstract class CComponent : MonoBehaviour

[HideInInspector] public Transform _Transform = null;
[HideInInspector] public Rigidbody _Rigidbody = null;
[HideInInspector] public Rigidbody2D _Rigidbody2D = null;

public virtual void Awake()

_Transform = transform;
_Rigidbody = GetComponentInChildren<Rigidbody>();
_Rigidbody2D = GetComponentInChildren<Rigidbody2D>();


public virtual void Update()
public virtual void FixedUpdate()
public virtual void LateUpdate()



  1. It seems to have come to an answer after thinking about the painful time.
    When I added _Instance via AddComponent<T>() inside Singleton, the type I actually imported came with information about <T>, not the lowest class.
    We just learned that Unity does not support generic-based components, so the above code did not work.
    So I modified the Singleton with the following code.


public abstract class Singleton<T> : CComponent where T : MonoBehaviour

private static T _Instance = null;
private static Type _InstanceType = null;

public static T Instance

get

if (_Instance == null)

GameObject gObject = new GameObject(typeof(T).ToString());
_Instance = gObject.AddComponent(_InstanceType) as T;

DontDestroyOnLoad(gObject);

return _Instance;



public static T Create(Type tType)

_InstanceType = tType;
return Instance;




I had the inconvenience of going through Create(typeof(T)), but now it's working well.










share|improve this question
















  • situation

I want to implement a generic-based 'PoolingManagerBase' in a singleton pattern for class pooling.



  • Question

Why is it that a class that inherits from 'PoolingManagerBase' does not create a component that contains a singleton instance?



  • Configuration

First, I implement the generic-based 'Singleton' class.



The 'Singleton' class code looks like this



public abstract class Singleton<T> : CComponent where T : CComponent

private static T _Instance = null;

public static T Instance

get

if (_Instance == null)

GameObject gObject = new GameObject(typeof(T).ToString());
_Instance = gObject.AddComponent<T>();

DontDestroyOnLoad(gObject);

return _Instance;



public static T Create() => Instance;



Items are also held in the form of 'PoolingItemBase' and scoped to ITEM as below



public class PoolingItemBase where ITEM : PoolingItemBase<ITEM>


Therefore, the item manager also scopes ITEM as below



public class PoolingManagerBase <ITEM>: Singleton <PoolingManagerBase<ITEM>> where ITEM : PoolingItemBase<ITEM>


  • apply

To actually use it, we construct the child class as shown below.



public class TempItem : PoolingItemBase<TempItem>

public class TempItemManager : PoolingManagerBase<TempItem>


  • result

Singleton's



_Instance = gObject.AddComponent<T>();


Null is returned in part



I've been shoveling for two days, but I do not have a pointy reason ...



Is there a limit to writing nested generics in Unity?



--------------- EDIT ---------------



  1. To distinguish it from the existing Unity Component, I replaced the Singleton inherited Component with CComponent


  2. Below is the code for the CComponent class


public abstract class CComponent : MonoBehaviour

[HideInInspector] public Transform _Transform = null;
[HideInInspector] public Rigidbody _Rigidbody = null;
[HideInInspector] public Rigidbody2D _Rigidbody2D = null;

public virtual void Awake()

_Transform = transform;
_Rigidbody = GetComponentInChildren<Rigidbody>();
_Rigidbody2D = GetComponentInChildren<Rigidbody2D>();


public virtual void Update()
public virtual void FixedUpdate()
public virtual void LateUpdate()



  1. It seems to have come to an answer after thinking about the painful time.
    When I added _Instance via AddComponent<T>() inside Singleton, the type I actually imported came with information about <T>, not the lowest class.
    We just learned that Unity does not support generic-based components, so the above code did not work.
    So I modified the Singleton with the following code.


public abstract class Singleton<T> : CComponent where T : MonoBehaviour

private static T _Instance = null;
private static Type _InstanceType = null;

public static T Instance

get

if (_Instance == null)

GameObject gObject = new GameObject(typeof(T).ToString());
_Instance = gObject.AddComponent(_InstanceType) as T;

DontDestroyOnLoad(gObject);

return _Instance;



public static T Create(Type tType)

_InstanceType = tType;
return Instance;




I had the inconvenience of going through Create(typeof(T)), but now it's working well.







c# unity3d generics






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Mar 23 at 2:29







Undouble

















asked Mar 22 at 9:15









UndoubleUndouble

112




112












  • Sorry... I am Korean and I use translator so I can use poor English

    – Undouble
    Mar 22 at 9:19











  • Any errors occurs while following that procedure?

    – Morasiu
    Mar 22 at 9:33






  • 2





    Only scripts the derive from MonoBevahiour can be added as components to a GameObject. Does your Class Singleton inherit from MonoBehaviour anywhere?

    – remy_rm
    Mar 22 at 9:40






  • 1





    @Undouble I;m not quite sure how this code would work your version of CComponent does not appear to inherit from MonoBehavior or Component the AddComponent functionality expects a class that inherits from Component. In your use case I do not see a class that inherits from Unity's Component. Can you show us your definition of CComponent?

    – Eddge
    Mar 22 at 12:14







  • 1





    @Undouble unfortunately I cannot help any further without an MCVE, having an MCVE will allow me to get an accurate idea of what you are trying to do(And the arrangements of your objects), and will allow me to provide more insight specific to the problem you are running into.

    – Eddge
    Mar 22 at 13:14

















  • Sorry... I am Korean and I use translator so I can use poor English

    – Undouble
    Mar 22 at 9:19











  • Any errors occurs while following that procedure?

    – Morasiu
    Mar 22 at 9:33






  • 2





    Only scripts the derive from MonoBevahiour can be added as components to a GameObject. Does your Class Singleton inherit from MonoBehaviour anywhere?

    – remy_rm
    Mar 22 at 9:40






  • 1





    @Undouble I;m not quite sure how this code would work your version of CComponent does not appear to inherit from MonoBehavior or Component the AddComponent functionality expects a class that inherits from Component. In your use case I do not see a class that inherits from Unity's Component. Can you show us your definition of CComponent?

    – Eddge
    Mar 22 at 12:14







  • 1





    @Undouble unfortunately I cannot help any further without an MCVE, having an MCVE will allow me to get an accurate idea of what you are trying to do(And the arrangements of your objects), and will allow me to provide more insight specific to the problem you are running into.

    – Eddge
    Mar 22 at 13:14
















Sorry... I am Korean and I use translator so I can use poor English

– Undouble
Mar 22 at 9:19





Sorry... I am Korean and I use translator so I can use poor English

– Undouble
Mar 22 at 9:19













Any errors occurs while following that procedure?

– Morasiu
Mar 22 at 9:33





Any errors occurs while following that procedure?

– Morasiu
Mar 22 at 9:33




2




2





Only scripts the derive from MonoBevahiour can be added as components to a GameObject. Does your Class Singleton inherit from MonoBehaviour anywhere?

– remy_rm
Mar 22 at 9:40





Only scripts the derive from MonoBevahiour can be added as components to a GameObject. Does your Class Singleton inherit from MonoBehaviour anywhere?

– remy_rm
Mar 22 at 9:40




1




1





@Undouble I;m not quite sure how this code would work your version of CComponent does not appear to inherit from MonoBehavior or Component the AddComponent functionality expects a class that inherits from Component. In your use case I do not see a class that inherits from Unity's Component. Can you show us your definition of CComponent?

– Eddge
Mar 22 at 12:14






@Undouble I;m not quite sure how this code would work your version of CComponent does not appear to inherit from MonoBehavior or Component the AddComponent functionality expects a class that inherits from Component. In your use case I do not see a class that inherits from Unity's Component. Can you show us your definition of CComponent?

– Eddge
Mar 22 at 12:14





1




1





@Undouble unfortunately I cannot help any further without an MCVE, having an MCVE will allow me to get an accurate idea of what you are trying to do(And the arrangements of your objects), and will allow me to provide more insight specific to the problem you are running into.

– Eddge
Mar 22 at 13:14





@Undouble unfortunately I cannot help any further without an MCVE, having an MCVE will allow me to get an accurate idea of what you are trying to do(And the arrangements of your objects), and will allow me to provide more insight specific to the problem you are running into.

– Eddge
Mar 22 at 13:14












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