Would there be any benefit from pooling objects that are duplicates if they are never moved or destroyed anyway?
For example. Let’s say you’ve got a prop, and that prop is all over in your game. So you could either pool it, into its position needed, or you could just always have all of them “in place” but only the ones you can see are rendered.
So, I’m not really sure if there would be anything to gain from pooling duplicate static objects? I mean, besides maybe loading time, and if that was the only benefit, I would think pooling might put more stress than just having the duplicates present.
By pooling you basically want to reduce the overhead by introducing another overhead that scales better. It’s impossible to tell without a very intricate knowledge of how Unity works under the hood, whether or not it can give any performance benefit. The same goes for losing performance of statics when moving their parent. It might be that the tree is on a per object basis along the parent-child tree, ot it might just be one whole tree for the entire scene.
In any case, I don’t think it would be a good idea to try some hack like this to maybe possibly get a little bit of a performance benefit. There are much better optimisations (such as batching) you should be using.