When I first encountered Unity it was because there were performance problems on a Japanese only version of Bejeweled built with it and they needed someone to fix it. It was a classic: creating huge numbers of new objects for particle effects hammering the gc, and the fill rate of the then cutting edge device GPUs not being a match for their screen resolutions.<p>Unity took several years, and a huge amount of investment, along with improvements in the wider ecosystem, before performance became much less of a concern for normal developers. A lot of the work they did around C# usage to achieve this is really surprisingly intense.<p>In the near future I seriously think 2D (and some subset of simple 3D) game devs would be better off looking at Defold, and if you want to make immersive 3D just bite the bullet and move to Unreal. These days cost of preparing assets drastically exceeds coding time anyway.