A single specially coded UdonBehavior that is responsible for managing the world in general. Can easily be referred to by other UdonBehaviors that are attached to objects and avoids the need to use GameObject.Find() and its varients. It can be applied on to a variable in the inspector of the World Descriptor.
Most likely this would only be on the world instance owner's side since its the "server" managing its clients. Can be programmed to assist on syncing behaviors between clients reliably rather than a web of object references waiting on each other to update value. (Would from benefit events with parameters if it does get added later on) But maybe there can be a use for client side singletons too that I haven't thought of.
Great for game-mode like worlds that need to track player/team score or the world's current state.
Speaking of "world's current state", this can probably open up to having a "status like" indicator for worlds similar to user status but more custom and optional. But maybe this is a completely different suggestion.

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