>>365455263
A full bake can make things slower too though, depending on how big it is. 
if you can get everything into one lightmap texture at 4k, great. if there's like 14 of them... it's actually super bad, and might even be worse than using a single realtime light that completely culls the player and playerlocal layer, and only hits the map. Crazy, I know. 
What's really crazy is doing no lighting calculations at all. Just use a gradient, fixed skybox and bake the lightmap straight into a single albedo texture in blender and just use that. 
Ambient color neutral. Maybe make a light probe volume for the gradient ambient color but that's it. 
Use a realtime directional light set to 0.01 intensity with no shadows (so that user shaders can get directional) but also keep your gameobjects static and use unlit texture as the shader, bake a reflection probe at a decent resolution since everything else is cheap. 
I promise you'll be shocked by how many frames you get. 
Import settings for everything, but especially textures and audio (pcm for short sounds, no compression) and using crunch compression on images in a format the target platform does efficiently is super important too for performance, probably more than most things we've mentioned so far.