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Are there advantages of extending Component over Monobehavior

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I was pondering this. I know that you cannot deactivate a component, though it does not get messages like Update, etc. I was wondering because I have some behaviors that more or less act like data containers(like Transform/Renderer etc) but are unique to each GameObject and need to be edited in the inspector. Obviously a Monobehavior can meet all of these needs. Like my question asks, are there any editTime/runtime advantages to extending Component?

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