Skidmarks example bad technique?

Hey, we’ve been using the skidmark manager that comes with the car tutorial. While it works nicely we notice it’s quite slow. In the code it seems to iterate and recreate every segment every frame.
Is this done just to maintain compatibility with Unity free? Is it better to use GL. or something else?

Yes, I am using another skidmark from a tutorial that we can found in Youtube, but it does the same thing, it creates and deleted the marks everytime. It would be nice if we could implement some kind of pool for the skidmarks, and instead of create and delete them, we would disable and enable them and moving to right position.

Did you find a solution for this? I posted about this on another topic as well: http://forum.unity3d.com/threads/224244-Help-with-skidmark-pooling?p=1494684#post1494684

You still need to reassign the verts of the mesh every frame, but you can get rid of all the junk garbage generation and stop recreating the segments every frame, yeah. Here’s a modified script: http://www.scrapsgame.com/a-skidmark-effect-for-vehicles-in-unity3d