Quick answer: Mark the shader properties as per-instance and feed values through a MaterialPropertyBlock, keeping every object on the same shared material so instancing batches them.

You enabled GPU instancing but the draw calls did not collapse. Setting a color or value via renderer.material made each object's material unique, which breaks instancing. Here is how to vary data and still batch.

How to fix it

1. Keep one shared material

GPU instancing only batches objects that share the exact same material. The moment you touch renderer.material, that object gets a unique material and falls out of the batch.

2. Use per-instance properties

Declare the varying properties in an instancing constant buffer (e.g. UNITY_INSTANCING_BUFFER) and set them with a MaterialPropertyBlock. The GPU then pulls per-object values from the instance buffer while keeping one material.

3. Verify in the Frame Debugger

Open the Frame Debugger and confirm the objects collapse into a single "Draw Mesh (instanced)" call. If they still draw separately, a leftover material instance or an unsupported shader feature is blocking the batch.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.