I am making practical application that has the potential to have over 500,000+ gameobjects in the scene. These objects must be active and only have 2 components attached to them. One is a transform component and the other is a script that only holds variables. Will I run into any issues with crashing or anything else?
After hours of testing this is my result. In my use case there will be no performance impact with having millions of Empty GameObjects in the scene at once. These objects do not have any Methods they are calling and just store variables. I could search through them with ease and pull any necessary information from them very quickly no matter the amount. The only limitation I encountered was that for every 1 million GameObjects it would use about 2 gigs of RAM. I noticed no performance impacts by having these amounts of active GameObjects, but once again I am not using them for Game purposes so I cannot verify if it will impact Game performance.