What is the structure of your game object looks like?

Is it this one?

Or this one?

Or a a bit of this one?

I go Root, any major manager is set as a variable with in Root.

Any major game event passes this info to root. So, player dies, round starts, game pause…

Then the major managers are things like player, enemy, score…
Each of these major managers, handle events native to them.
Player manager would control player movement, input etc.
Enemy manager would hold all enemy classes. These classes (enemy type 1, enemy type 2…) would be variables with in the enemy manager.

So, user presses play. Play is called in root. Root instructs each sub manager to become active, start etc. then each of those managers acts accordingly, monitoring input, spawns enemies ect.

Here is my entire game structure from a previous thread.

http://forum.unity3d.com/attachments/pond-wars-pdf.141155/

How each script is attached to a GameObject isn’t as important as how the scripts communicate with each other.

I really want to categorize this as a mix between (1) and (2), with a dab of (3), but it seems the hierarchical structure is not only based on what game object/component is attaching what script behaviors, but also how it was layered top-down.

It’s good to know these different structures, because that means I don’t have to always use the same structures over and over again, just like what I am doing right now. :frowning: