This issue somehow related to animation, because using a “wave” modifier is not as costly as animating my 3D model.
This simple solution is tricky, as it’s implementation outside blender seems to be (almost) impossible.
I’ve read some threads about using .mmd mechanim plugin or using blend shapes in Unity3D, but all my trials ended with a need to find a better answer.
IS there there a way to use applied modifier in blender, outside blinder?
Maybe you’d recommend using another 3D software for that matter?
I’ve animated the whole model using bones in Blender and exported as .FBX, and it’s too costly.
Animating the entire model, made it very heavy and Unity would almost crash when placing several of those in the scene.