Pretty much every tutorial out there uses empty gameobjects to manage different functions, is there any reason why I wouldn’t just have one gameobject instead of ten?
For instance I want to use a UI panel as a for a menu with a lot of buttons inside, each of these buttons would then need a seperate empty gameobject manager, but why not just use one? Are there potential conflicts or something I don’t know about here? The only thing I can think of is persistent gameobjects and you might not want to have the shopmanager in all scenes or something.
It’s just my Hirarchy is getting cluttered with managers
I guess I could make an empty and put them all in there -.-
If I’m understanding your question right, no, you don’t need to have an empty GameObject for every function, it’s really just how the developer chooses to do it (Though I can’t see any benefit other than organisation of having a separate object for each script). having multiple empty gameObjects instead of just one has little to no impact on performance. Although in regards to gameObjects that Persist across scenes, it probably is easier to put any script that is frequently needed on one empty object that has DontDestroyOnLoad.
Personally, If I know an object is never going to need to be disabled, I just put the script on the button/InputBox itself, and have it self reference as the OnClick Function.