Something like that template is not optimized for Mobile out the gate.
For instance, the default skysphere is expensive to run on mobile. The player character is certainly not optimized for mobile with it’s poly count.
The biggest thing is to test often and to profile your game and see how it’s performing. You have to keep in mind if you’re developing a game that is intended to be played over longer periods of time on mobile, or one that has short bursts of play time that the player can pick up and put back down.
Depending on this, you can design your game around that and take into consideration how to proceed with your development.