I'm working on a 2D open world game. The game begins with some 'minor' introductive scenes, and then the open world part begins. And well, that's when I hit my doubt: should the open world be implemented as one enourmous scene containing all of the GameObjects of the open world part... or multiple minor scenes, with the issue of introducing a loading time / transition which would (could?) impact player's experience negatively? Obviously, my preference goes towards one big scene, for a number of reasons. But: I lack enough experience in Unity 2D to properly evaluate the impact of this design choice on the long run, especially from the performances PoV. So, those are my two main concerns (apart from other standard ones, such as memory usage): Unity culling implementations. This is an open point for me: how much is it effective? Does Unity effectively cut-out the cost of rendering GameObjects currently not seen by the player (out of camera view)? Update() and FixedUpdate() routines. Most of those on the GameObjects I'm implementing do actually nothing as long as the player is not 'infighting' them or is close enough to the GameObject to trigger some 'activate' routine. But still: those cycles are running. What's the actual impact of having a ton of GameObjects running thought their Update and FixedUpdate routines, even if most of those do nothing? As a strategy to mitigate the performance hit in this scenario, I was thinking about a scanner routine on the player. This should every X seconds and evaluate the presence of such GameObjects around the position of the player, activating them only if distance < a certain threshold. That could mitigate performances issues by playing around the 'active' state of GameObjects but... would that have an impact? Is this a shot in the dark? So, in conclusion: do you have any suggestion between one scene / multiple scenes? What's the best scenario to accomodate Unity's engine? Am I ignoring other concerns or possible solutions / workarounds which I did not specify in this thread?