Collision matrix says that problematic objects shouldn’t collide and they don’t, however on Android they kinda do, except no real collision is happening. One object is static, another object inside of static object is kinematic, static object is moving, kinematic one follows. On PC profiler says physics does less than 10 calls, on Android profiler says there are over 600 calls for calculating contacts though these two objects should be ignored as set in collision matrix. Ideas? Tried patch versions of 5.6, didn’t help.
Edit: I just made static object kinematic as well and profiler started showing wa-a-ay more contacts checks… Why Unity is calculating contacts for objects which collisions should be ignored? I’m so lost.
Edit 2: So, in the end, moving static rigid bodies colliders doesn’t do anything bad to CPU, like at all, but once kinematic objects are touched instead it turns into a disaster 
Don’t move static objects. They’re static for a reason: you do not move them unless making procedural levels during startup.
Instead you should use objects with a rigidbody2D set to kinematic, this provides the best performance for moving things around manually.
I see some edits above, so I’ll just leave it here: perhaps this is a bug and you should bug report it? How do you know the android one is different? Can we see profiler shots?
There’s just too little information for me to help, sorry 
Thank you for the reply. I know, but in my case somehow moving kinematic objects kill mobile CPU, just destroying it (1 to 3 fps), but while using static objects and moving them it’s all smooth and great just like on PC, except I had to manually reset position for one of the objects inside because it keeps jumping outside of local position center.
However the problem with intersecting each other kinematic objects that were set to ignore with IgnoreCollision or collision matrix stays, they continuously recalculate contacts points; maybe it’s intentional, but since they shouldn’t collide it doesn’t make any logical sense to me, not to mention PC doesn’t have this problem, but Android does.
I may do some profiler shots later today.
Edit: I forgot to mention, I have the same thread in Android forum as well, sorry about that, it may be removed, I just didn’t really know where to put it since I don’t know where the problem exactly is physics or Android (or maybe me, who knows)
I’ve finally figured what was going on. It was profiler’s fault. Also I didn’t know Android can send profiler data over Wi-Fi. Android has been messaging back to Unity on PC, and when rigid body was set as kinematic (it doesn’t recalculate points with static I think) it has been rebuilding physics world or something and then sending calculating points to profiler, and there were a lot of them, so there were a lot of messages to send and it was killing CPU. Previously I had the same problem on PC because of editor console error spam with IgnoreCollision() errors.
Also as I mentioned before, please, remove this clone thread: https://forum.unity3d.com/threads/unity-5-6-2d-physics-does-over-650-contacts-check-on-android-but-less-than-10-on-pc.470562/