Hi, For the past week I've been contemplating and experimenting with methods to render massive numbers of skinned meshes in Unity. Initially I was using DrawMeshInstanced, but quickly switched over to DrawMeshInstancedIndirect due to the potential performance benefits it offers. I figured it would be worth writing down my thoughts, findings, progress and bugs as a starting point for anyone else. Current progress is illustrated with the video below, which is best viewed fullscreen and using HD quality. It shows 10,000 Lerpz skinned meshes, each instance has a unique colour tint ( mostly for debugging, but in future to show that the appearance of each can esily be changed ) and is running its own independent animation, with frame interpolation. The cool thing about DrawMeshInstancedIndirect is that the frustum culling and dynamic LOD selection as well as the instancing itself is all done on the GPU. This saves a huge chunk of cpu time and in the video you can see framerates of between 160 and 250 fps depending on number of instances visible. As for potential i've had it running 40,000 instances and manage 30 fps on my GTX970. I'll provide some more details and add my thoughts and findings to the thread later.