More than one Update/scripts Vs Single Update. Any performance advantage?

Case 1:

MainScript.cs

Update(){...} 

Script1.cs

Update(){...}

Script2.cs

Update(){...} 

and more other scripts.

Case 2:

MainScipt.cs

//references of other scripts  

Script1 s1;  
Script2 s2;  
Update(){  
   s1.UpdateX();  
   s2.UpdateX(); 
   // other scripts... 
}

Script1.cs

UpdateX(){...}

Script2.cs

UpdateX(){...}

Is there any Performance improvements if I use case 2 instead of case 1?

I would imagine Unity is optimized to loop through scripts calling Update, and you’re going to end up with many Update functions anyway. Performance-wise it’s not really worth the effort to consider - premature optimization and all that.

There might be an argument for rolling your own if you want to decouple your game logic from Unity’s architecture.