Yes, this may be a crucial, but depends on some factors.
What the way you are looking for a script?
Where are the starting and ending points of looking in terms of hierarchy? (provide screenshot of The Hierarchy window, video demo of parenting — any visualization)
Searching in runtime is a bad idea. Use caching for that scripts. My example:
Based on the fact that you’re calling them Resources Manager and Object Pool, you probably have defective singleton implementations.
IF your scripts have DontDestroyOnLoad() and require you to drop them into the scene, then they are defective singletons. Don’t use defective singletons.
Some super-simple Singleton examples to take and modify:
Simple Unity3D Singleton (no predefined data):
Unity3D Singleton with a Prefab (or a ScriptableObject) used for predefined data:
These are pure-code solutions, DO NOT put anything into any scene, just access it via .Instance
Alternately you could start one up with a [RuntimeInitializeOnLoad] attribute.
There is never a reason to drag a GameObject into a scene if it will be DontDestroyOnLoad.
If you do:
you may drag it into something else that isn’t DDOL. FAIL
you may drag something else into it that isn’t DDOL. FAIL
Just DO NOT drag anything into a scene that will be marked DontDestroyOnLoad. Just Don’t Do It!