Aloha.
Since I have no technical issues with C# itself, I had a more general question with how Unity handles multiple layers of scripting.
By force of habit I have multiple layers of scripts but tend to encompass all aspects about an entity - object or child - into one consolidated file
I do this with the intention of hot-swapping elements within the lower, child processes in order for dynamic feedback into the parent script without altering the behavior of other children or the parent object as a whole.
My background is in coding features for various non-Unity projects and this is my usual methodology. (Minimum Files with orderly calls to other scripts. Less Confetti and Less Spaghetti)
Question of the Day:
Will this come back to bite me in the ass down the road? Does Unity handle this and I’m simply being redundant? Will this effect performance and the ultimate file-size?
Thanks for any input you have on the matter. I’m picky for optimization but if it’s not that huge of a deal I may relax just a bit and just work script by script with the knowledge that Unity will handle any compression/file consolidation in the post- processing.