I am working on a project that will allow the player to interact with a large number of items in the scene. Instead of trying to store information about an object on the object itself I thought I would store the game object and its world point in a C# dictionary list as a sort of master database. I think this would save a lot of hassle on trying to figure things out with colliders and whatnot. The thing is I may be storing thousands of objects and am not sure what this might mean in terms of memory usage. Would it be better to store a unique name and just do a GameObject.Find when I needed it or is there a better way?