Best Performance Way To Handle Sprites?

hi guys.

I’m new to unity i was working with libgdx and 2 days ago moved to unity due to services implantation issues(ads, iap).

i was wondering what is the best way to handle textures that are off the camera for maximum device performance?
atm im disable the sprite render and readable once the sprite is about to enter the camera view

Unity already has frustum culling built-in. Your script to disable and re-enable the renderers is actually making performance worse.

You can also use Occlusion Culling to improve rendering performance.