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Once to make a snow system, I made the objects that it deforms modify an image file, and the object that receives the deformation is based on this image, but I couldn't make it so that it had a good performance, but it was useful because there was no limit on objects.

Thanks for sharing your experience! That's a really smart logic. Modifying a texture map is great for managing infinite objects without performance drops, but doing it via CPU (like using SetPixel) can heavily bottleneck performance. Shifting that texture writing process entirely to the GPU via Render Textures or Compute Shaders is usually the secret trick to fix the performance lag. 

I'm glad my deformable system caught your attention! Let me know if it works well for your project, and thanks for the feedback! 🚀