Yes! I finally was able to replicate it over my end! The operation we are doing to nullify the objects native rotation isn't properly working on Lightweight. We are already working on a fix. @BOXOPHOBIC what was happening on your end was that your objects were being dynamically batched. What happens there is that all objects are merged into a single mesh and transform operations like Object to World, which we use to remove the objects initial rotation over the Billboard node, will have information about that final mesh and not the individual objects. By setting the Disable Batching to true you were disabling dynamic batching thus it fixed the issue. The problem over Lightweight is a bit different because even with a single object without dynamic batching, that Object to World operation over the Billboard node is failing when GPU Instancing is on.