Version: Unity 6 Preview (6000.0)
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Enable GPU instancing
Batching draw calls

Troubleshooting GPU instancing

Meshes that have a low number of vertices can’t be processed efficiently using GPU instancing because the GPU can’t distribute the work in a way that fully uses the GPU’s resources. This processing inefficiency can have a detrimental effect on performance. The threshold at which inefficiencies begin depends on the GPU, but as a general rule, don’t use GPU instancing for meshes that have fewer than 256 vertices.

If you want to render a meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
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with a low number of vertices many times, best practice is to create a single buffer that contains all the mesh information and use that to draw the meshes.

Additional resources

Enable GPU instancing
Batching draw calls