rocki Well, i ended up rewriting most of the thing from scratch, also adding sprite atlasing using my sprite system. So now it is very dependent on my other classes, sorry i can't separate it from the rest of the engine now without too much work. I used MeshFilter + MeshRenderer for every trail, so vertex coordinates are local. I add trail age and update whole mesh in FixedUpdate, and only update vertices in LateUpdate if position moved since last update to compensate for any movement in between fixed frames. And unity does automatic batching on meshes below 300 vertices (presumably manually batching more complex meshes will waste more CPU time, than GPU time you might win). Also i move the end point, so the trails stick to the target perfectly (otherwise you see it jumping towards the target). Anyway, the Better Trails code was very useful.