::He is right that not using Rigidbodies will speed things up. But he is tackling the problem as though we are making a simulation, not a game, because he wants to continue to simulate elements outside of the camera, which I don’t agree with. This will add a lot of unnecessary overhead to the game, without adding much gameplay value. You can make the game feel crowded without keeping 1000s of enemies running simultaneously, and it’s unnecessary to keep so many enemies running because you can only fit a few 100 of them on screen at anytime anyway.
Unity’s physics system (aka the rigidbodies) also do make use of some of the techniques he describes, such as spatial partitioning, so it is unnecessary to build our own system and our own version of that. Unity’s version is definitely slower, because they are building it generally to support all games, but we are not running into any performance issues at the moment, as long as we keep the enemy counts in the 100s.