I have one object checking for a coroutine in Update to return true, in which case it will detach itself from its parent.
But to me, it seems like a waste to be checking every single frame, as I don’t expect the boolean to change that frequently. Is it possible to check in a coroutine? Or would it even matter? Is this even a noticeable impact in overhead?
This is a bit more typing, but gives you the knowledge about state change without constant checks, while still not forcing the EnemyDeath to know about other scripts.