Tier 4 Series 306

306D: The Instanced Fleet

Pilot Record
Student Profile
"Drawing 1,000 asteroids means 1,000 "Draw Calls." The CPU has to say "Draw this" 1,000 times. A Navigator uses GPU Instancing to say "Draw this asteroid 1,000 times" in a single breath."

The Concept: GPU Instancing

Instancing allows the GPU to draw the same mesh many times with slightly different properties (Position, Color).

* **Material Option:** "Enable GPU Instancing" checkbox.
* **Property Block:** Using `MaterialPropertyBlock` to set data per-instance.
Red Flag Detected

The AI Trap: "The Unique Material"

You ask the AI: "Give every asteroid a random color."

// AI-Generated Code: Batch Breaker
void Start() {
    // Audit Fail: Accessing .material creates a NEW material in memory.
    // You now have 1,000 materials and 1,000 draw calls.
    renderer.material.color = Random.ColorHSV();
}

This is "State Thrashing." The GPU has to stop and switch materials for every single rock.

Elite Telemetry

Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."

  • Small Batches Solving one problem at a time prevents logic drift.
  • Modular Design Localizing the "blast radius" of AI changes.
  • Tight Loops Rapid iteration with constant code review.

The Navigator's Correction

Corrective Protocol
// Corrected: 1 Draw Call
MaterialPropertyBlock block = new MaterialPropertyBlock();
block.SetColor("_Color", Random.ColorHSV());
renderer.SetPropertyBlock(block);
Your Pilot Command
> A skilled Navigator directs the AI to use Instanced Properties.
Next Mission
The Compute Brain