That works too… but one perk with invoke over start is the ability to stop if you want to via cancelinvoke… while(true) in start is hard to change.
True. I just associate the lifetime of such a script as being equivalent to the lifetime of the GameObject they hang on. The pattern I often use in the above is to make a new GO with the spawner script, and then when some other condition is reached, like end of level, or destruction of bonepile, destroy the GO and/or the script itself. But yeah, whatever you’re mostest comfortablest with.