When i create a script component for attaching to a transform node in unity to provide some encapsulated logic. EACH instance of a script using scene.registerBeforeRender for its own little render update tick function.
So if i had hundreds of script objects they would each be using scene.registerBeforeRender function.
My question is there ANY performance penalty for this approach ???
Should i add all my script components to a array list and iterate that array list from one global scene.registerBeforeRender call ???
Would iterating an array of hundreds of objects and calling its tick or update each frame be ANY improvement vs letting each object register its own render loop via scene.registerBeforeRender
Any info would help for the architecture of the Unity Exporter And the Scene Manager