Nope, but you can find out for yourself. ALL optimization starts with the profiler (Window → Analysis → Profiler).
DO NOT OPTIMIZE “JUST BECAUSE…” If you don’t have a problem, DO NOT OPTIMIZE!
If you DO have a problem, there is only ONE way to find out. Always start by using the profiler:
Window → Analysis → Profiler
Failure to use the profiler first means you’re just guessing, making a mess of your code for no good reason.
Not only that but performance on platform A will likely be completely different than platform B. Test on the platform(s) that you care about, and test to the extent that it is worth your effort, and no more.
https://discussions.unity.com/t/841163/2
Remember that optimized code is ALWAYS harder to work with and more brittle, making subsequent feature development difficult or impossible, or incurring massive technical debt on future development.
Notes on optimizing UnityEngine.UI setups:
https://discussions.unity.com/t/846847/2
At a minimum you want to clearly understand what performance issues you are having:
- running too slowly?
- loading too slowly?
- using too much runtime memory?
- final bundle too large?
- too much network traffic?
- something else?
If you are unable to engage the profiler, then your next solution is gross guessing changes, such as “reimport all textures as 32x32 tiny textures” or “replace some complex 3D objects with cubes/capsules” to try and figure out what is bogging you down.
The costs and issues associated with object pooling / pools:
https://discussions.unity.com/t/892797/10
https://discussions.unity.com/t/833104/2