This is a blade of grass
I want to replicate ше many times, altering its scale, rotation, position, initial color and hue to achieve result like this
and then animate. Changing mesh with all blades for animation yields bad results (otherwise, I’d use sprites).
I can assign each blade a single mesh, and animate it. But that would consume a lot of system resources.
The best solution I know would be to somehow precompile all animations I need using one mesh per blade technique and then manage animations at runtime. It would probably require converting a group of animated meshes to a sequence of sprites, which will be done by editor scripts.
Is there a more effective way to handle this In terms of implementation difficulty and memory consumption?