Graphics rendermeshinstanced using System. Unfortunately, I’ve noticed that doing it this way For Graphics. DrawMeshNow: Draw a mesh immediately. When using DrawMeshInstanced, one can pass in the properties but not with RenderMeshInstanced? I see there can be custom members in the instanceData mentioned in the documentation, but how can I extract them in the shader? Or can they be used in the shader at all? No explanation in the doc page. GPU instancing supports Unity’s Baked Global Illumination system. Use this function in situations where you want to draw the same mesh for a particular amount of times using an instanced shader. RenderMeshInstanced is (IMO) a bit easier to understand and use, it takes an array of Matrix4x4 which have to be on the CPU, then use that to instantiate your meshes on the GPU. Using GPU instancing public partial class Graphics {public static RenderBuffer activeColorBuffer { get { return GetActiveColorBuffer(); } } public static RenderBuffer activeDepthBuffer { get { return GetActiveDepthBuffer(); } } public static void SetRandomWriteTarget(int index, Hey everyone, I am currently trying to make things work with DrawMeshInstancedIndirect instead of DrawMeshInstanced and it kinda works (on the Oculus Quest). fyi/thousands-of-meshes. RenderMeshInstanced. To view it, enter Play mode and enable the 'Constant Mode Only' GameObject in the scene hierarchy. DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. Although i saw some spikes in the polycount in the profiler. joaovictor_unity November 10, 2021, 8:26pm 2. ” I have a tree prefab. DrawMeshInstanced. 0f)), argsBuffer); iam only have 1 Similar to Graphics. RenderMeshInstanced マニュアルに切り替える public static void RenderMeshInstanced (ref RenderParams rparams , Mesh mesh , int submeshIndex , T[] instanceData , int instanceCount = -1, int startInstance = 0); We use Graphics. I would like to know too. I recently used DrawMeshInstanced for an effect and saw some posts about RenderMeshInstanced. I want to I am using Unity3d to show a dock scene. Close. Unity 2021. The commandBuffer can contain multiple rendering commands that you can execute with a single Similar to Graphics. Manually remove SRP Batcher compatibility. The mesh will be affected by the lights, can cast and receive shadows, just like if it was part of some game object. RenderMeshInstanced For each unique mesh call RenderMeshInstanced once Custom per instance data provided in shader with StructuredBuffer → 1 Drawcall per unique mesh → 1 command submit to GPU per unique mesh → CPU performance is decent, GPU Hello I’m rendering instanced mesh, animated via compute shader, i’m using Graphics. Enable Deep Profile in the Profiler window 4. XNA. I found that, despite setting RenderParams. Leave feedback. Add the following lines in the pass section of a Graphics. You can set up these command arguments with either the CPU or the GPU. I have not been able to find what the differences are between the two. 13f1c1 and I am currently experiencing some shadow casting problems where the wrong shadow is cast. This is useful when, for example, your project uses RenderMeshInstanced to issue draw calls with 256 instanced sprites A 2D graphic objects. That would interest me too. Use [name] if you have to render a large number of objects with the same geometry and material(s) but with different world transformations. DrawMeshInstanced in our projects as well, and it's definitely more performant in CPU than spawning a lot of MeshRenderer game objects. I have been using Notes:. Meshes are not further culled by the view frustum or baked The instanced drawing is trigerred by calling the Graphics. Hello there! I started an implementation of GPU instancing for grass rendering in my project. DrawMeshInstancedIndirect feature for a few days. DrawMeshInstanced, as these are outside of the regular render loop. Static mesh actors make up most of what you see in a level, such as copies of walls, floors, or books on a shelf. (New scene, new project). unity3d. DrawMeshInstanced GPU Instancing Enabled Shaders for the Standard Renderer Component. These 2 scripts results in exactly the same outcome while one is using Graphics. RenderMeshInstanced, but takes the rendering command arguments from commandBuffer. Because if I call Graphics. Layer to use. I found that containers are drawing one by one with the draw mesh method. Use Graphics. zero, new Vector3(100. RenderMesh, but is It doesn’t feel like it’s SRP batcher related. the containers are updated based on realtime messages. worldBounds to define bounds to cull and sort the geometry rendered with the method as a single entity. The problem is, that I want them to have a different color based on Motion vectors in URP. RenderMeshInstanced / camera: The camera used for rendering. A GameObject’s functionality is defined by the Components attached to it. Use Unity to build high-quality 3D and 2D games and experiences. If you want to render a mesh immediately, use Graphics. I rendered some UV unwrapped raw mesh data using a special shader, and Graphics. RenderMesh does absolutely nothing in URP/HDRP, however it works fine in the Built-in pipeline. Dillinger July 28, 2023, 7:54am 14. And thank you for taking the time to help us improve the quality of Unity Documentation. This function renders Meshes for the current frame, similar to Additional resources: CopyProbeOcclusionArrayFrom, Graphics. Left is a vanilla unlit shader modified to output the world normal from the game objects, normals align to the unity basis show in the upper right corner. Unity tries to make this work automatically for you if it can. DrawMeshInstanced on every frame. There are some things I don’t really understand yet. Draws the same mesh multiple times using GPU instancing. . Unity Engine. More info See in Glossary that share the same mesh The main graphics primitive of Unity. I’m doing that precisely in my code. DrawMeshInstanced, you need to enable GPU Instancing on the Material that the script is passing into this method. public class ExampleDrawMesh: MonoBehaviour { // assign these in the inspector public Mesh mesh; public Material material; void Update { // will make the mesh appear in the Scene at origin position Graphics. Unity Cloud. Within the prefab is the meshes with mesh renders. RenderMeshIndirect, but provides the number of instances and other rendering command arguments as function arguments. These methods render the same mesh multiple times using the same shader. Unity automatically calculates bounds for all the instances of this Mesh unless you override the bounds using RenderParams. lightProbeProxyVolume Graphics. I drag into scene and everything is happy. Drawmeshinstanced in a custom pass, then the meshes are not instanced at all. Draw ones, and I’m far from an expert in this stuff. DrawMeshInstancedIndirect(instanceMesh, 0, instanceMaterial, new Bounds(Vector3. 0f, 100. DrawMeshInstanced, this function draws many instances of the same mesh, but unlike that method, the arguments for how many instances to draw come from bufferWithArgs. Smaller memory footprint, since only 1 GameObject is needed in the Scene. I want to draw a single mesh at each of these points every frame. I’m writing a custom renderer for Quest 2, I currently have 2 working solutions: A) Using Graphics. 12f1, I’m seeing an error: “DrawMeshInstanced does not support the shader ‘Universal Render Pipeline/Lit’ because it does not read any instanced properties. OffsetOf. The commandBuffer can contain multiple rendering commands that you can execute with a single How to reproduce: 1. This method renders multiple instances of the same Mesh, similar to Graphics. DrawMeshInstanced (or RenderMeshInstanced or whatever has the same functionality). I am using Unity 2020. Open "SampleScene" 3. For some reason your suggested change could not be submitted. Meshes are not further culled by the view frustum or baked Stack Overflow for Teams Where developers & technologists share private knowledge with coworkers; Advertising & Talent Reach devs & technologists worldwide about your product, service or employer brand; OverflowAI GenAI features for Teams; OverflowAPI Train & fine-tune LLMs; Labs The future of collective knowledge sharing; About the company I will try to make those changes soon but currently playing with DrawMeshInstancedIndirect and getting double the performance I have with DrawMeshInstanced ( edit - actually Unity stats shows graphics at double performance, but overall performance improvement is more like 40%), but with a few problems - see DrawMeshInstancedIndirect Similar to Graphics. To Similar to Graphics. In my initial test, I’m simply trying to draw a non-moving, user defined mesh, with a user defined material. GC Alloc when using Graphics. DrawMesh, this function draws meshes for one frame without the overhead of creating unnecessary game objects. Has anyone encountered this? basically, you can use Graphics. I’m not sure if this is not working because it’s not supported in URP anymore or because maybe I Hi, I used to have a system to render grass (in a special way) where we used Graphics. DrawMesh however, seems to work fine in all pipelines. cs using UnityEngine; [ExecuteAlways] public class LetsDrawMeshInstanced : MonoBehaviour { [SerializeField] Mesh _mesh = null; A Graphics. How do I disable this or alter the bounds via Graphics. DrawMeshInstanced to optimize its rendering. The shadow of the charac This function provides a way to control rendering command arguments from GPU to render a given number of primitives and instances. I am optimizing the draw call for this scene. Generic; using UnityEngine; public class GPUInstancing : MonoBehaviour { public Mesh mesh; // Mesh to be instanced public Material material; // Material supporting instancing public int instanceCount = 500; // Number of Hi, I used to have a system to render grass (in a special way) where we used Graphics. It seems RenderMeshInstanced is newer, should I be using it? Is it more performant for some reason? I’ll have to run some tests myself, but any info on the DrawMesh vs RenderMesh apis Graphics. RenderMeshInstanced The BatchRenderGroupAPI The CommandBuffer API - CommandBuffer. The only caveat is it is extremely slow. RenderMeshInstanced マニュアルに切り替える public static void RenderMeshInstanced (ref RenderParams rparams , Mesh mesh , int submeshIndex , T[] instanceData , int instanceCount = -1, int startInstance = 0); Hi, I want to switch to the new graphics API but the profiler shows that there are a lot of allocations when the API is creating RenderInstancedDataLayout, at the constructor, when it’s using Marhsal. 7. RenderMeshInstanced---Mar 31, 2023. Graphics. This function only works on platforms that support compute shaders. The In Unreal Engine, you use actors, such as static mesh actors, to fill levels. On the other hand, I want to use SetRenderTarget to make unity render to the Graphics. When I have about 100 To override the stripping behaviour, open the Graphics settings (menu: Edit > Project Settings, then select the Graphics category), navigate to the Shader stripping section and change the Instancing Variants. Arbitrary, cube-like meshes can be easily used. RenderMeshPrimitives: I want to use gpu instancing to render the screen to a frame buffer in unity but the problem is the only two interface concerning gpu instancing that unity exposed involves cameras. I was hoping to eventually switch it to use a NativeArray that I populate from a burst Job, but I can’t get the Graphics. hese methods render the same mesh multiple times using the same shader. RenderMeshInditect takes a command buffer, which means you can optimize even further by having a compute shader calculate your matrices for your meshes and keep Graphics. DrawMesh(mesh, Posted by u/Build4DaFuucha - 1 vote and no comments Not sure if this is a bug, missing feature, or something I’m not doing correctly 😛 I’ve been using Raytraced shadows for my game for a long time now, and decided to create my own custom vegetation system which uses Graphics. [page:Mesh] → [name] A special version of [page:Mesh] with instanced rendering support. RenderMeshPrimitives instead. DrawMeshInstanced method in the Update(). Render* methods, only the old . Import the attached custom package (Assets > Import Package > Custom Package) 3. Use MathJax to format equations. CustomProvided . This API bypasses the use of GameObjects and uses the specified parameters to directly draw a mesh on screen. I’ve seen the examples provided by Unity, but I must be missing something because I’m not getting the results I expect. More info See in Glossary isn’t compatible with the SRP Batcher. It can be drawn for all came I’m trying to render large numbers of objects using Graphics. Drawmeshinstanced in update, it works fine (except for that transparency bug and not being able to sample scene color behind). I read that max instance is 1023 for RenderMeshInstanced, yet I saw that max instance per draw call is around 400-600 in the frame debugger. Provide details and share your research! But avoid Asking for help, clarification, or responding to other answers. RenderMeshInstanced(), because it has support for passing in NativeArray, which is convenient for my use case (heavy job system usage). Length, 0); } are you sure this will make it 0 GC? I don’t want to test it again and find out it’s still allocating. RenderMeshPrimitives: Hello there! I started an implementation of GPU instancing for grass rendering in my project. Unfortunately, while I can get the mesh to show up on camera, it looks like it has no lighting on it, as it’s Hello everyone, I have few monobehaviors in the scene that are generating couple hundred points each. If all your meshes use the same material, ‘GPU Instancing’ is ticked, your shader supports 此函数渲染当前帧的网格,类似于Graphics. I use this script: using System. This function is now obsolete. RenderMeshInstanced seems to be fine rendering 40,000 instances on this machine, despite the docs saying it should be limited to 1023, but Indirect seems to just start dropping things somewhere around 12,000. Select a frame in the CPU Usage module of the Profiler Use Graphics. For information on how to do this, see Intentionally removing compatibility. elliotc-unity: The bigger problem with WebGL + ECS is that Burst is not supported on WebGL, and a whole bunch of the reason ECS is fast is because so much of your code and the entities package code can be bursted. RenderMeshInstanced with a custom shader graph and per-instance data. Making statements based on opinion; back them up with references or personal experience. : submeshIndex: Which subset of the mesh to draw. RenderMeshInstanced マニュアルに切り替える public static void RenderMeshInstanced (ref RenderParams rparams , Mesh mesh , int submeshIndex , T[] instanceData , int instanceCount = -1, int startInstance = 0); Unity - Scripting API: Graphics. In the right circumstances, GPU instancing can allow you to I have been attempting to put together a script that would let me render many instances of a given mesh and material with specific transforms relative to a GameObject. This function renders Meshes for the current frame, similar to Similar to Graphics. Use RenderParams. RenderMeshInstanced(), with the plan to pass some per-instance unique data in a buffer that I read from on the GPU, using the InstanceID of each instance as an index. I’m not sure if this is not working because it’s not supported in URP anymore or because maybe I Use Graphics. But if I instance that prefab through Vegetation studio, I get the warning message above and the thing doesn’t render. shadowCastingMode to On or TwoSided, they do not cast shadows GPU instancing is a graphics technique available in Unity to draw lots of the same mesh and material quickly. Try switching to DrawMeshInstancedProcedural if the shader is doing Similar to Graphics. I just fixed the same issue, one of my game Camera had too much difference between min and max (like min 0. DrawMeshInstanced(cubeMesh, 0, cubeMaterial, transformList); I just quickly threw this together so don't quote me on it working perfectly, however this should generate you 3x3x3 cubes at 0,0,0 if you put it in your Update method. Deploy them across mobile, desktop, VR/AR, consoles or the Web and connect with people globally. Using GPU instancing. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. Makes real-time 3D creation and consumption more Use Graphics. Hey guy! It looks like Unity is performing some kind of frustrum culling on the geometry i render via the new hardware instancing using Graphics. Unity renders the Mesh as part of normal rendering process. I was hoping to eventually switch it to use a NativeArray that I populate from a burst Job, but I can’t get the Use DrawMesh in situations where you want to draw large amount of meshes, but don’t want the overhead of creating and managing game objects. Similar to Graphics. com. Enter Play mode, wait for the grass to load in the Game view 5. Unity Standard Shaders and surface shaders A streamlined way of writing shaders for Graphics. URP calculates the frame-to-frame screen-space movement of surface fragments using a motion vector render pass. What could be the reason? Another question: Should I disable Graphics. RenderMeshInstanced: Renders multiple instances of a mesh using GPU instancing. This function renders Meshes for the current frame, similar to Graphics. Ok it’s the bounding volume surrounding the instances you intend to draw, then what? What is it used for? Why changing the value doesn’t seem to affect anything? This function only works on platforms that support compute shaders. RenderMesh does not apply any changes you make to the Material properties of a Mesh between calls. worldBounds覆盖边界,否则 Unity 会自动计算此 Mesh 所有实例的边界。Unity 使用边界将此 Mesh 的所有实例作为一个实体进行剔除和排序 原文: https:// toqoz. I’m calling the Graphics. RenderMeshInstanced: 使用 GPU 实例渲染网格的多个实例(但是不会传入命令)。 public static void RenderMeshInstanced(RenderParams rparams, Mesh mesh, int submeshIndex, NativeArray<T> instanceData, int instanceCount = -1, int startInstance = 0); instanceData: 用于呈现实例的实例数据数组。 instanceCount: Graphics. RenderMeshIndirect call. Generic; using UnityEngine; public class GPUInstancing : MonoBehaviour { public Mesh mesh; // The mesh to instance public Material material; // Material with GPU Entities graphics can render instanced objects very quickly so it's often not beneficial to calculate which instanced objects are or aren't occluded and instead pass them all to the GPU to render. DrawMeshInstanced and the other Graphics. DrawMeshInstancedIndirect, except when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. RenderMeshInstanced (), with the plan to pass some per-instance unique data in a buffer that I read from on the GPU, StickShow is a Unity sample project showing how to use Graphics. Use this function in situations where you want to draw the same mesh for a particular amount of times Graphics. 2 Likes. DrawMeshInstanced ? I'm taking geometry and inside the vertex shader snapping it to my terrain surface. I suspect in your case your game is bottlenecked in GPU. So, what . got it working. ; Lighting. 1. RenderMeshInstanced LetsDrawMeshInstanced. DrawMeshInstanced / Graphics. Please check with the Issue Tracker at issuetracker. On the “Projects” tab, go to the “Assets > Scenes” folder and double-click the “scnGamePlay” scene to select it I am rendering not animated meshes via Graphics. bounds The bounding volume surrounding the instances you intend to draw. Unity culls and sorts instanced Meshes as a group. DrawMesh() to a render texture, but upon inspection the data is wrong (world normal and position). RenderMeshInstanced instead. Success! Thank you for helping us improve the quality of Unity Documentation. I have been using the Graphics. This behavior also seems the same on both machines when running in URP. When I ported to URP this system is not working anymore. I am trying to convert a working Graphics. RenderMeshInstanced(renderParams, mesh, 0, renderGroup, renderGroup. RenderMesh, but is Similar to Graphics. Only if the shader A program that runs on the GPU. By profiling it, I can see that there is a huge amount of vertex shading going on. To render the instances with light probes, provide the light probe data via the MaterialPropertyBlock and specify lightProbeUsage with LightProbeUsage. Graphics. 03 and max was super high, after removing one power of ten for the max, it stopped this), note that this message was expanding in Unity uses GPU instancing for GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. Explain the arguments Graphics. When I enter play mode in Editor, this happens. Create a new 3D project 2. You mention several times in the blog post the idea that properties need to be byte-wise identical - are you able to expand on that a bit. DrawMeshInstancedIndirect , except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. But if I call Graphics. worldBounds. This is similar to Graphics. Also the material I am trying to convert a working Graphics. DrawMesh Instanced method inside the monobehavior itself and it didnt draw anything on the screen. Meshes make up a large part of your 3D I’m trying to render large numbers of objects using Graphics. The following example uses RenderMeshPrimitives to render 10 Mesh In older version of 2021. Framework. Not compatible with any Scriptable Render Pipelines (uses SetReplacementShader) Does not work with any geometry drawn through Graphics. Is there a plan to fix this in the future? Unity Discussions Graphics. Pros. Hope this helps! Reply reply This is an excellent demo and has potentially solved a large headache I've been dealing with for a while. DrawMeshInstancedIndirect. I can’t get any light probe affecting instanced mesh, i tried the different method using light probe proxy volume, the new probe volume nothing seam to work. Collections. URP stores the movement data in a full-screen texture and the stored per-pixel values are called motion vectors. I have been attempting to put together a script that would let me render many instances of a given mesh and material with specific transforms relative to a GameObject. DrawMeshInstanced, you can enable light probe and occlusion probe rendering by setting the LightProbeUsage argument to CustomProvided and providing a MaterialPropertyBlock with probe data copied in. This is because the overhead of the occlusion culling calculations can exceed the overhead saved by reducing the number of instanced objects to draw. I’m having trouble with GPU instanced objects. In the right circumstances, GPU instancing can allow you to feasibly draw even millions of meshes. This function renders Meshes for the current frame, similar to Use Graphics. Suggest a change. If set to null (default) renders for all cameras. Unity runs the motion vector render pass only when there are active features in the frame with render passes that request it. material: Material to use. Reproduction steps: 1. When you use GPU instancing, the following restrictions apply: Unity automatically picks MeshRenderer components and Graphics. Each call to these methods issues a separate draw call. This function is now obsolete. DrawMeshInstanced or similar but vary the color on a per object basis? Question I have a large amount of creatures with pretty simple meshes and they can be rendered with Graphics. Unity does not merge these draw calls. Open the attached project "RenderMeshInstanced_ArgumentException" 2. The commandBuffer can contain multiple rendering commands that you can execute with a single Hope this helps, I’m on my phone and I haven’t played with any of these new Graphics. This function renders Meshes for the current frame, similar to In the following code, I try to draw a mesh using 4 different methods: DrawMesh and RenderMesh both do work DrawMeshInstanced and RenderMeshInstanced both don't work Code: private void Update() { Graphics. This only applies to meshes that are composed of several materials. RenderMeshInstanced instead of obsolete Graphics. The Graphics API - Graphics. ExecuteCommandBuffer. I cannot understand what this parameter is used for. Each static mesh actor has an inherent Graphics. This means if I want to use gpu instancing, it will either render to all cameras or the one that I specified. This function renders multiple instances of the same Mesh, similar to Graphics. RenderMeshInstanced allocation. Unity's MeshRenderer will perform culling which Graphics. RenderMeshInstanced, CommandBuffer. Use SV_InstanceID semantic in shaders to access the rendered instance. Warning message : “The tree Pine_B_Bare couldn’t be instanced because the prefab contains no valid mesh renderer. This function provides a way to control rendering command arguments from GPU to render a given number of primitives and instances. Well, the thing is, I am using the exact same shader, but to Graphics. 4f1, URP 12. html GPU Instance技术我在以前的文章中已经介绍过了,它的工作原理是对多个具有相同网格的对象同时发出一个draw call。 Similar to Graphics. DrawMeshInstanced with your mesh data, or you can use MeshRenderer which supports instancing with some of preparations in your shader. Firstly: Most examples I have found - always use a custom model importer , including Microsoft's sample - which in my case - I don't need or want - I instead have a class named InstancedModel - which contains a list of InstancedMeshPart objects - and is initialized from a Microsoft. layer: Layer used for rendering. Model using the following methods: Graphics. I have attached screenshots and my code sample. For the first, I’m using Graphics. Thanks for contributing an answer to Computer Graphics Stack Exchange! Please be sure to answer the question. needed to switch Graphics. Is something described here not working as you expect it to? It might be a Known Issue. We do intend to To override the stripping behaviour, open the Graphics settings (menu: Edit > Project Settings, then select the Graphics category), navigate to the Shader stripping section and change the Instancing Variants. I’ve created a clean project with a very simple script Graphics. Collections; using System. RenderMeshInstanced 切换到手册 public static void RenderMeshInstanced (ref RenderParams rparams , Mesh mesh , int submeshIndex , T[] instanceData , int instanceCount = -1, int startInstance = 0); This function renders multiple instances of the same Mesh, similar to Graphics. A Graphics. However, it seems like InstanceIDs are not unique. What the title says. Reply reply Thanks for the reply. : shaderPass This function renders multiple instances of the same Mesh, similar to Graphics. Use this function to render the same Mesh multiple times using an instanced shader. I can see that there is the new method Graphics. 3. DrawMeshNow. Unity does not merge these I am at my wits end with this one. Refer to Make materials incompatible with the SRP Batcher for more information. The commandBuffer can contain multiple rendering commands that you can execute with a single Use Graphics. This function renders Meshes for the current frame, similar to This is similar to Graphics. RenderMesh,但由于使用了 GPU 实例化,因此性能更高。 使用此函数使用实例化着色器多次渲染相同的 Mesh。除非您使用RenderParams. The commandBuffer can contain multiple rendering commands that you can execute with a single mesh: The Mesh to draw. Manually remove SRP Batcher GPU instancing is a graphics technique available in Unity to draw lots of the same mesh and material quickly. ; Does not work with objects using Unlit or Transparent materials, or other shaders not writing to the depth texture. Meshes are not further culled by the view frustum or baked occluders, nor sorted for transparency or z efficiency. DrawMesh calls for instancing. RenderMeshInstanced Empowers creators to build games, apps, or immersive experiences, featuring high-quality graphics, end-to-end multiplayer capabilities, multi-platform support, and AI enhancements. The problem is I’ve created a batched mesh animation system that allows me to animate thousands of characters but the bottleneck right now is the call to Graphics. 3, it was silently failing to render object motion vectors for RenderMeshInstanced() objects, but in 2021. DrawMeshInstanced doesn't. What could be the reason? Another question: Should I disable Submission failed. For Graphics. Cence99 November 11, 2021, 3:02pm 3. Hello, I came across the Graphics. RenderMeshInstanced or Graphics. There are what seems like an excessive number of ways to accomplish Graphics. I tried using the Graphics. Please <a>try again</a> in a few minutes. An example of this rendering can be found in the Cornell Box sample scene included with the HTrace package. This will spawn a rotating array of blue spheres rendered and animated using the RenderMeshInstanced() function with a standard HDRP Lit Use Graphics. DrawMesh draws a mesh for one frame. DrawMeshInstanced call to Graphics. Unity is the ultimate entertainment development platform. kgyp dxcj hdrjlm nstfw cvdbz eiitv pfhsi lyi pplyur bhmxmbc