I have 15,000 OBJ meshes (created via Brekel Pro PointCloud v2) that I need to load as a single animation. I did some initial tests with 1,500 meshes, using a script to load the mesh objects into an IList and simply swap the GameObjects mesh on Update. It worked well and didn't take too long to load after hitting play. But it did use up about 6.5GB of RAM. Now, I need to get this to work with 15,000 meshes! Without throwing a ton of RAM at it, is there any better way to do this? My script is attached (not written by me originally, but edited to use an IList rather then an array). As you can see, it has to Instantiate the asset in order to add the mesh. Is there a better, more RAM efficient way to achieve this? Alternatively, has anyone ever found a way to convert OBJ sequences into a single mesh? I tried exporting the sequence from Studio Max, but as the OBJ Sequence Importer for 3DSM creates a "fake" animation, when exported to FBX, there is no animation present in Unity.