I abused a ParticleSystem to draw “many of the same things” with one draw-call on mobile.
I used a ParticleSystem simply to render a whole lot of objects at specified positions from game-code. The particle system itself wasn’t emitting any particles.
The idea is to use an Particle[ ] array, update the array with (bullet) positions from your game-code when needed and assign it using ParticleSystem.SetParticles.
This allowed me to render many objects with custom positions (and other attributes such as Color) with one draw-call only.
Not sure if it’s faster than what you already tried though.