I am making a 3D game with Unity for Android . The game has a main character and up to about 10 opponents, possibly on the screen at the same time, everyone uses the same model (teams for “opponents” differ in only one material for other colors).
The model was developed using MakeHuman and Blender .
There are no problems on the PC (since rendering is much faster), but when testing on an Android device, the rendering time reduces the frame rate to about 25-30 FPS when the screen is 3-4 or more bodies, creating a really “lagged” feeling (I expect that the frame rate is about 60 FPS).

Before importing the Blender model, I used measurement areas, and there was no such behavior. Since this is the first time I'm using Blender and such 3D models, I’m not sure if my model matches the expected sizes for a mobile game. My current model consists of: 5,956 Verts, 10,456 Faces, 10,819 Tris with a file size of about 6.5 MB (from the very beginning it was created even more using MakeHuman, but I managed to compress it and optimize it significantly, but without significant effects).
I tried to implement various solutions, including combining all the cells in the model into one, turning off the shadows, using as few materials as possible, etc. All attempts were without any or very limited improvements.
Any ideas are welcome. Hurrah!