Order in which components load, communication between components.

Doesn’t look terrible, doesn’t in fact appear to be any type of loop tho, which may be fine depending..
Probably something you’d wanna test to make sure it behaves with different ping values if it’s not a loop or “Reliable”

All stuff that’s loaded already anyway so is fine, the ones you wanna “Worry” about are the ones that you don’t constantly need, Ex a Chest, while visually it’ll still be unrendered when not looked at.., if you use a cast to from the Player to access some function within the chest… well now the entire chestBP is loaded forever

Looks fine, always loaded type stuff like the above mentioned, Only thing i’d suggest here is instead of pulling out the variables and setting them directly, you might have a function that sets/adds to them in the game state, Not a huge deal but will prevent some small headaches later if you ever have to figure out why it’s changing by some amount when you don’t expect it

Twas in fact mostly general advice and not specific advice i gave, The general rules i try to go by are as follows for casting

-If already loaded anyways ( Player, GameState etc )… is fine
-Can be done with an interface… Do it
-Could it be done with a soft reference.. Probably a good idea anyway
-Oh well probably necessary

In general i wouldn’t worry about it to much, it’s usually only an issue for larger games and when absolutely tons of stuff does it.. Think of it like a spider web.. If i load this thing but it loads another thing which loads two more things… ( Memory footprint/usage )

Something when you do get towards releasing the game that you can relatively easily change later for less memory usage, at which point a lot of This thread will make more sense probably