Would it be better to check if the bounds of many objects are in frustrum by:
A) Putting a script on each object to be checked
B) Using one script with all objects in a List attached to Player, and iterating through them with loop
?
I guess another way of looking at the question is, would there be a big difference in overhead using GeometryUtility.CalculateFrustumPlanes in a lot of objects, since in a list, you only need to define this once for the entire loop of object bounds in a list? With a little script attached to each object, this would be calculated for each one of them. Is the performance difference little enough to justify using either method(lets say 500 objects with the script)?