Unreal Engine? Yes, and Unreal Engine actually uses native code and gives you a lot more flexibility "under the hood," given you have their actual C++ source code to work with. Before I completely gave up on Unity (and believe me, I tried my best to like Unity for six months given the relative ease in finding industry hires), I had a 20+ pile of unresolved bugs in their issue tracker.
Unity has an experimental alpha LLVM compiler that translates C# IR to native ARM7 machine instructions (in the most roundabout inefficient fashion with an intermediate step that translates CIL IR to C++ _first_ with their very own IL2CPP BEFORE running through another compiler), but it was buggy as shit when I tried it in early 2016 (to the point where it was unusable).
If you can't see how interpreted garbage-collected bytecode can become CPU bound (look at Minecraft, for a great example) -- especially on a lower power mobile ARM7 processor -- then quite frankly, I'm wasting my time trying to reason with you.
Regardless, I have gathered extensive hard data in the form of draw calls, memory usage, CPU profiling, thermals, power draw, etc. actually supporting my position. So far, your only recourse has been issuing ad hominem attacks.
You must work for Unity or something, because I can't figure out too many other reasons why somebody could be this obtuse.