To enable GPU instancing for a prebuilt materials, follow these steps:
Note: If you use the Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (URP) or High Definition Render Pipeline (HDRP), the recommended best practice is to use the SRP Batcher instead, which is enabled by default. GPU instancing works only if you disable the SRP Batcher.
If multiple GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary use the same 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
See in Glossary and material, Unity now uses GPU instancing to render them in single draw calls. To check this, open the Frame Debugger and look for render passes called Draw Mesh (Instanced).
If there’s no Enable GPU Instancing property, the prebuilt shaderA program that runs on the GPU. More info
See in Glossary doesn’t support GPU instancing.
To change the properties of instances at runtime, for example to give each instance a different color or position, create a script to do the following:
For more information, refer to MaterialPropertyBlock.
To render multiple instances of a mesh in a script using GPU instancing, use one of the following APIs: