Running multiple scripts through one "parent" script - is this bad practice?

I guess technically you could argue that three scripts will at a minimum require 3x more pieces of memory to be allocated, but the total RAM will be extremely similar.

In the case of a long-lived entity like a player, who cares about 1 vs 3? Could you even find it in the profiler?

And in the case of short-lived massively-copied items like a particle or bullet, just make yourself a good object pooler and be done with it.

Lots of small scripts is ALWAYS better than one big one.

ALSO: lots of small additively loaded scenes is ALWAYS better than honkin’ big ones.

Additive scene loading is one possible solution:

A multi-scene loader thingy:

My typical Scene Loader:

Other notes on additive scene loading:

Timing of scene loading:

Also, if something exists only in one scene, DO NOT MAKE A PREFAB out of it. It’s a waste of time and needlessly splits your work between two files, the prefab and the scene, leading to many possible errors and edge cases.

Two similar examples of checking if everything is ready to go: