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Question by openfocus · Oct 24, 2014 at 07:07 AM · c#inspectorcomponent

Inspector vs Script: Component best practice?

Hey! im new to Unity but know a little C#.

i have a question on "best practice" when creating components:

you can add components (audiosources, rigidbodies, colliders etc) to your stuff via the inspector but i added all that in script because i like being able to look at my code and see exactly whats goin on.

however i have a nagging feeling that unity really wants you to do that stuff in the inspector...

what is considered best practice and are there performance/optimization differences to be aware of?

thanks!

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avatar image bubzy · Oct 24, 2014 at 07:09 AM 0
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theres no real difference, unless you are adding some resource heavy scripts, which may cause stutter at runtime.

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Answer by Itaros · Oct 24, 2014 at 07:12 AM

Most custom level serializers do this. You are on a right track. Use the way which is more convenient to you :)

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avatar image Kiwasi · Oct 24, 2014 at 10:24 AM 1
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Unity is built to let coders pretend there is no scene, and artists pretend there is no code.

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