I don’t know of any way right off, other than monitoring the time it takes to execute code in the profiler and making sure the execute time (in milliseconds, or ms) doesn’t get too high for the target range of devices you are aiming for the game to be playable on.
I have found that sometimes turning off VSync on desktop, checking how high the FPS is on a known working build, and then comparing that to the latest changes to see what (if any) FPS drop there is can somewhat helpful at times for detecting large potential performance drops. However, testing on the actual device is the most sure way to know how it will perform, at least in my limited experience.