Using Empty GameObjects to organize hierarchy?

Are there any performance effects in using empty game objects to organize hierarchy view? (GameObjects as folders)

I doubt that there are.

I imagine it's possible to somewhat ignore nodes that do nothing - i.e. have no mesh and have no children, so I am hoping that an empty node with a script attached is 'free'. I wouldn't imagine there'd be any empty Update() overhead as suggested below. I might fill a scene with a FPS counter and 10000 transforms to see whether the performance is hit...

2 Answers

2

If strictly for organization, I'd be sure to keep all pos/rot at 0 and scale a 1 so it wouldn't (shouldn't!) enter into any calculations, but I don't know if it's smart enough to ignore identity transforms like that. But then, I don't know that it would be a very big hit either.

I've seen it used frequently as a folder hierarchy in example projects, and professional stuff like the Lerpz tutorials.

Just make sure, like DaveA said, keep the position/rotation at 0 and the scale at 1 uniformly or you might hit some inconsistencies.