I have used Unity 3D for quite some time, and a lot of my game programming experience originates from using UnityEngine.
Writing in XNA, I am setting up a nested list of objects. Each object will be an instance of a class, GameObject. At the point of creation, I will have to perform some administration on each element, to sort through them and allow correct operation.
My understanding is that if I have the administration function inside the class, each instance will contain the instructions to perform the task, effectively having N times the same instructions. I have seen some functions instead use the static identifier, in UnityEngine. My understanding is that each instance will instead reference the same copy of the instructions, tidying everything up a bit better.
From what research I have done, all I can find supports that creating static functions inside instantiated instances of a class is impossible. However, I have functions inside UnityEngine that are static, and linked to instantiated copy's of a single class.
My question is: How do I contain a static function inside my class, to perform routine administration function? I am wanting it to be able to crunch numbers derived from the instance calling it, in order to set up other fields within the instance. Would I have to send a ref type of that field, to ensure I am editing the exact instance of it, or do I have a keyword that automatically points to the instance calling the function?