You can actually enable and disable GPUI's rendering of your prototype instances to achieve this effect, but currently the API would turn the mesh renderers back on when disabling GPUI's rendering of the instances. We could solve this by adding a parameter to the enable/disable API methods. If you can send us an email, we can send you the modified API. We have investigated this, and we have an idea what is causing the problem. We will provide a fix for the automated buffer initializing feature when the auto add/remove feature is used, but for now, you can try increasing the Extra Buffer size to your maximum instance count, which should in effect solve the problem. Thank you for the video. The reason why the tri counts raise when your ships move seems to be because of the particle effects you use for your ship thrusters. As for the culled ship in the render texture, I'm not sure how you set up the render texture (which instance are you rendering there, and how), but it can be caused by various things; there can be a culling logic in the ship's shader (the one you use for the selected ship GUI), or an LOD "culled" level. It can also be occlusion culled if you have an occluder in front of the camera that GPUI is using.