Say I wanted to draw 1000 meshes that can have 100 different material property values. How could I do that? Would I be able to use MaterialPropertyBlock.SetVectorArray("propertyName", array), with the array having a length of 100? Or would the length have to be at least 1000? Maybe I'm confused but IIRC Graphics.DrawMeshInstanced draws each mesh with the corresponding MaterialPropertyBlock array values, e.g: the 5th mesh drawn would use matricesArrayand also "propertyName" so to speak. Is that correct? If so, I'm wondering what would happen if for example you used Graphics.DrawMeshInstanced(mesh, subMeshIndex, material, matricesArray, properties, castShadows, receiveShadows, layer)with the matrices array having a length greater than a properties' array length. For example, the array in MaterialPropertyBlock.SetVectorArray("propertyName", array) has a length of 10, but the matricesArray has a length of 20, so what material properties would be used after the 10th mesh being drawn? Would it default to using the property value at the last index? I'm hoping to be able to repeatedly use values, so for in this example, the 11th mesh drawn would use propertyName, 12th mesh drawn would use propertyName. My project inhibits me from using compute buffers.