performance question

hey I’m used to using ScriptableObject a lot when letting a base class inherit.

Now I’m wondering about the benefits of this.

for example a Bullet class.
When using MonoBehaviour, for it to move it would run the Update (or FixedUpdate) for every instance of a bullet alive in the scene.
Thats a lot of functions running at the same time doing the same stuff.
while using ScriptableObject I would run one Update iterating through a list containing all the instances of the bullets and tell them to move.

I’m far from a pro programmer, so thats why I wanted to ask if there is a performance difference between the two?

No difference. Someone asked something similar once before… end of the day, the code still needs to be run for every bullet (however I feel bullet is a bad choice, since a bullet should have force added to it once, thus not needing the Update function).

ok thanks. yes bad example maybe.
so are there other performance differences using ScriptableObject over MonoBehaviour?
or is it just a matter of taste for building up a system focused around code objects or game objects.