Hi there, The Tree Manager does not have add/remove functionality for the tree instances, however, you can use the Prefab Manager to have such control over your instances. Thanks! All GPUI's culling features work in the GPU and only on the GPU instanced objects by GPUI, so unfortunately it is not possible to use them on other objects. There are other solutions in the asset store for this purpose, but I haven't tried any of them so I can't recommend one. The reason for this might be that the target devices that cause these errors do not support compute shaders. You might want to check the erroneous devices specs to verify this. Hi there, the problem is there is caused by using the "Show Rendered Amount" option in the GPUInstancer GUI Info component. This option is intended only for debug purposes, and will slow down GPUI (a lot) since it reads back the GPU data to the CPU. Your profiler screen shows precisely this. GPUI increases GPU utilization since it moves some operations (culling, etc) to GPU as well for faster performance. The difference in utilization in different scenes would still depend in the amount of geometry being rendered. Most likely the issue is that the player uses a particular custom shader to take screenshots, which is not setup for use with GPUI. Or, another possibility is that an additional camera is added to take the screenshot and removed after; in which case you should use the GPUI API to handle the new camera. The detail density can not be changed between the instances of the same prototype. It is possible implement a custom solution by editing the compute shaders, but a generic solution for this is not available at the moment. Looks like this is cause by a shader with an incompatible shadow pass. You can take a look at this wiki for setting up your shader. Hi there, GPUI currently handles activation (GPUInstancerPrefabRuntimeHandler.cs) in the Start method. We will change this to the OnEnable method in the next update. Thanks for the feedback. Layer information is taken from the Layers that are defined by the prefab's MeshRenderer. You can change the layers on your Prefabs to have it rendered in the layers you desire.