In my project, I sometimes make a creative_device, let’s say GameManager, and then instead of making another creative_device for another feature, I just make a regular class, with an array of it editable in my GameManager.
A slight advantage is that in the Editor, I can configure everything from my GameManager device. And I’m wondering if it has a performance advantage, for having less devices in the world?
A slight cons is that the list of parameters will all the arrays inside arrays, makes the list of settings very long and easy to get lost in.
So I’m curious, is it really a better practice to limit the number of creative_devices in the world? Is it still a better practice if they are not visible in the world? Does it depend on the number of devices, where it won’t make any difference for a couple dozen devices, but might make a difference for a couple hundred devices? Or is the different totally insignificant?