My goal is to make a large map covered in grass which can be cut and regrow. If the map had a fidelity of just 1000x1000 grass units, that would be a million things in the scene that have to be updated. And I want more than that. I understand that I can lighten the load by making the updating of these grass patches done by one central script that only updates each grass patch occasionally, but I’m concerned that that won’t be enough.
I guess what I asking is: is Unity clever enough to deal with, say, a hundred million objects, if those objects are just a sprite renderer, a 2d collider, and a little script with no update method?