Depends on what the events are doing and what game objects are in the scene/visible. Also, how many events are we talking about?
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In my experience you're only going to get less than good performance if you're running more than a few global events with checks every second. (or less than a second), so I would make sure that you're avoiding that situation.
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If targeting mobile id suggest trying to have small maps and then connect them - this should decrease the amount of events in each area.
Not sure if that would help?