Seperate GameObject for client data instead of putting it on the player GameObject?

So I’m currently creating a survival game and I intend on creating the multiplayer aspect of it soon and currently I have the inventory script and crafting scripts attached to the players GameObject, but in a game where the player dies and respawns and etc… is it smarter to have those important scripts attached to a different object or does it really make a difference?

Best way is to use static variables, you can create a script (no MonoBehaviour) and just store the data there. Like:

`
public class PlayerInfo{
public static int kills;
}

public class PlayerControl :MonoBehavior{
void Update(){
PlayerInfo.kills++;
}
}

`