Too many draw calls

I’ve made a scene with trees and a script that put on every tree 56 spheres, and so, there are too many draw calls, and the frame drops from 70fps without spheres, to 20fps with spheres.
It’s possible to optimize performances mantaining the spheres?

I think you are going about this completely wrong. What all good terrain code does for forests or fields of grass is reduce anything you aren’t right on top of to a billboard.

Why can’t you just make a tree for Unity’s terrain tools? You can always write code that swaps in a high res model for any 1 tree when you get close to it.