I have been profiling my application with the profiler. I am using Time.timeScale to control the speed of my application. As I increase the speed by adjusting the time scale, Physics.simulate chews up considerable CPU even though I am not simulating any physics. There are up to 300 calls. using almost as much CPU as Camera.Render!! Anyone have any clues?
If you want to print out a list of all the components your game objects are using at run time, AngryAnt wrote a decent editor script that collates all the component types and lists them out for you.
I can't remember exactly how I fixed this. I think I found something obscure that I was creating dynamically through scripting that had a physics object on it. Once I removed it the physics calls were gone but it didn't turn out to have any appreciable effect on performance.