Number of Scripts and Performance

I have a basic question I could not seem to find the answer for. Is there a number of scripts on an object that causes performance issues? Basically, I am wondering if I should consolidate many scripts into one/few or is it okay to have say, up to 10 scripts for certain objects such as the player and enemies?

Tentative scripts to be attached to the player:

Health - keeps track of health and manages all damage and death states.
Movement - Player movement script to move the player
Inventory - contains a list of weapons and ammo
Score - Keeps track of all stats such as # of kills, headshots etc
Interaction - controls how the player can interact with objects. This script will enable the player to pick up weapons and objects and use special things such as doors and environment objects such as buttons. Also will control action events(press “x” to not die)
GUI - used to display all GUI elements

I am trying to modularize my scripts so I can reuse them on other objects. All breakable objects will make use of the Health script for example.

Edit: Sorry if this should have gone into the scripting forum. I felt it should go under support as it deals with performance.

This is the proper way to go. There is very little overhead involved in using separate scripts. The bulk of the performance impact will be the actual work done by the scripts. This work will be the same, assuming your 10 scripts distribute the work of your one uberscript.

Thanks! Yes indeed my scripts will be doing as little duplicate work as possible and the uber script would just be all these separate scripts in one file. I just didn’t know that having to run through the code in each script caused performance errors as Unity would have to switch scripts. I guess the real question was if switching scripts was a costly operation. Glad to know I can modularize my scripts as much as I want!