There are 2 ways of doing that (as far as I know).One is skinning the grass which is very expensive, the other is doing it in the shader. Doing it in the shader has one requirement and that is that the grass patch should be small in X,Y so when it bends on the pivot point the other side doesn’t go up floating in the air. Doing a grass patch that small means you’d have a lot more instances placed to fill the ground. I have done it before but haven’t actually done a performance comparison though. I’m very busy with a few projects including Our Ghosts of War so I can’t give an ETA but I think I’ll do that in the future.