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Vi Gpu Instancer - Lightweight GPU Instancing preview
Unity

Vi Gpu Instancer - Lightweight GPU Instancing

By Vida

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Rated 0.0/5 from 1 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $6.99.

Recorded prices for Vi Gpu Instancer - Lightweight GPU Instancing 1 price observations from Sep 5, 2026 to Sep 5, 2026. Lowest recorded price $6.99. Exact dates and prices are listed below. $0.00 $3.50 $6.99 Sep 5, 2026: $6.99. Unity Permanent Increase 2026-09-05 2026-09-12 Sep 5, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 1 recorded price
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$6.99Unity Permanent Increase 2026-09-05 2026-09-12

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Vi Gpu Instancer - Lightweight GPU Instancing

  • Tools, Systems & Learning > Development Tools & Automation
VGPU Instancer is a focused GPU instancing toolkit for Unity projects that need to render large groups of repeated meshes without adopting a heavyweight rendering framework. Start with one line: renderer.VGpuAdd(). VGPU groups compatible objects by mesh, material, and update settings, then renders them through Unity's GPU instancing path. Remove an object with renderer.VGpuRemove() to restore the regular Renderer path. KEY WORKFLOWS: Renderer extension API for adding or removing a Renderer with a single method call; Mesh + Material API for registering single transforms or collections; Multi-material support to preserve the full material order of multi-submesh meshes; Automatic assigners for registering individual objects, child hierarchies, or manually refreshed transforms from components; Runtime control for refreshing transform matrices and toggling rendering or automatic updates; Runtime visibility for inspecting total instances, batch count, draw-call estimate, and mesh/material group count; Editor conversion for grouping selected Renderers and moving them into VGPU from a dedicated editor window. VGPU is designed for repeated environment props, crowds, projectiles, decorations, and other scenes that reuse meshes and materials. Full C# source code, documentation, and three demo scenes are included. Materials and shaders must support GPU instancing.

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