Quick answer: Enable instancing on the material, share one material and mesh across the instances, and use per-instance properties via instancing rather than separate materials.

GPU instancing that does not reduce draw calls is usually broken by per-object materials or mismatched meshes. Here is how to make it batch.

How to fix it

1. Enable instancing on the material

The material must have GPU instancing enabled. Without it, identical objects still issue separate draw calls. Turn it on for materials used by many repeated objects.

2. Share mesh and material

Instancing batches objects with the same mesh and the same material. Per-object material instances, or different meshes, break the batch. Use one shared material and mesh for the instanced set.

3. Vary per-instance, not per-material

For per-object differences like color, use per-instance properties (material property blocks or instanced properties) instead of separate materials, so the objects still instance while varying.

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 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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.