Quick answer: Declare the property with UNITY_DEFINE_INSTANCED_PROP inside an instancing buffer and read it via UNITY_ACCESS_INSTANCED_PROP, then set it through SetPropertyBlock per renderer.
GPU instancing batches identical draws, so per-instance overrides only work if the shader explicitly reserves space for them. A MaterialPropertyBlock that targets a non-instanced property gets ignored on batched draws. Here is how to fix it.
How to fix it
1. Declare the property per-instance
Wrap the property in UNITY_INSTANCING_BUFFER_START(Props) UNITY_DEFINE_INSTANCED_PROP(float4, _Color) UNITY_INSTANCING_BUFFER_END(Props) so each instance carries its own value.
2. Add the instancing setup macros
Ensure the vertex and fragment stages call UNITY_SETUP_INSTANCE_ID and the struct includes UNITY_VERTEX_INPUT_INSTANCE_ID, then read with UNITY_ACCESS_INSTANCED_PROP(Props, _Color).
3. Set values via property block, not material
Call renderer.SetPropertyBlock(mpb) per renderer; do not call renderer.material, which instantiates a unique material, breaks the batch, and defeats instancing entirely.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.