One violin for the game on the movement of Unity (productivity difference)
Is there a difference in productivity between an annex (on the movement of Unity) using one script (one class) or a few scruples (some classes) ? P. S. In the case of multiple violators, only one MonoBehaviour (the rest of the classes connected to it)
If each crypt causes Start() or Update(s), the load shall be increased. In the blog of Unity, there was an article on this subject, they recommend optimization, creation of one crypt manager, which creates a function of the Update and calls internal updates of each crypt. But write all the logic of the game in one file. In no case shall we not!
http://blogs.unity3d.com/ru/2015/12/23/1k-update-calls/ By the way, they've already moved to Russian.