That depends on your network, but I’ve implemented an ‘Active’ attribute for that exact reason.
For most things if you simply aren’t viewing (or routing) them they won’t cook in TD, but if your not viewing something just because a level is down doesn’t mean it won’t cook. There must be a hard switch for it not to cook. There are some ops though that cook no matter what unless you bypass them and if other ops are connected downstream they will cook also such as timerCHOP, keyframeCHOP (when set to sequential or locked to timeine),renderTOP etc…
This is where I use the Active property in the in the inherited Plugin extension on all Luminosity plugins. If you build an effect or generator all plugins get deactivated when they are either off (effect) or not playing (gen) - that doesn’t mean your custom plugin won’t cook though, you still need to use the Active property to toggle whatever you want off. I think the Feedback effect uses Active as well as a few other plugins if you would like an example. A scene isn’t quite as straightforward since it’s a bit ambiguous whether it is being selected or viewed (there is no insert on/off button or trigger/select functionality like effects and gens) so if you want to deactivate your scene 100% while it is still selected within LMs routing system you should have an Active parameter setup in it’s controls to disable or enable it’s state.
Hope this clarifies things.