This would significantly reduce performance overhead for rendering multiple instances of the same mesh. Constructor: local eInstancedStaticMesh = InstancedStaticMesh(location, rotation, mesh, start_cull, end_cull) Function examples: InstancedStaticMesh:SetMesh(sMeshAsset) InstancedStaticMesh:SetCullDistances(nStartCull, nEndCull) local nInstanceID = InstancedStaticMesh:AddInstance(tTransform, bWorldSpace?) local nInstanceCount = InstancedStaticMesh:GetInstanceCount() local tTransform = InstancedStaticMesh:GetInstanceTransform(nInstanceID)