>>365454190
>>365454190
Depends. If they're off, culled properly and locally (or no sync) synced it basically doesn't matter. Firing a single toggle to then do a bunch of actions controlled by animations are really, really cheap. Timeline is even cheaper when controlled with udon but I know one other person who has done that other than momo from vrc and he's a professional.

Mainly just look at things that run on the Update(). Try to turn those off when not needed, that's all. Cull the udonbehavior prefab by distance or a trigger volume or something, that's all. 
Some do a lot of math and are heavy but most are not. Some run on update for no reason at all and just process constantly even if they're not being interacted with. They should be using lateupdate or lastupdate. Try to avoid a lot of stuff that runs on update() for no reason all the time basically.

If you're writing your own udon, try to make it all omnibus in one script, believe it or not, that's way better.

Here's an easy tip that might help: One of the most expensive and hidden quirks in unity is that if you are nesting scripted behaviors several hierarchy layers down, it makes things way slow to execute them, especially the first time. Every time they're called too, it takes quite a bit longer to fire and causes hitching. Not a lot of people know that. 
Just by moving your stuff to the top of the scene hierarchy and not having it under other stuff like: 

"Udon Stuff>Front room>Prefabs>pool table" 
vs
"pool table" 

will speed up unity itself significantly. It's just a quirk of the engine.