I am making a rimworld-like procedurally generated 2D game using Unity's tilemap system.
Just like tiles, I also have to procedurally generate grass and trees. Each grass instance should have logic inside that keeps track of it's growth progress and update the grass size appropriately.
The downside is, I have to have maps as big as 400x400. That could be THOUSANDS of grass instances and each of them having their own GameObject seems ridiculous and like the game would lag.
How can instantiate those grass sprites without creating new gameobjects for each one while still being able to control the growth and similar things?
(Come to think of it, the DOTS / ECS system in Unity would be perfect for this, however it is nowhere near ready and many things I want to do are just not supported.)