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title: 50,000 Mesh Particles on GPU in Unity 6 (No CPU Overhead)
description: A step-by-step walkthrough of building a GPU-driven particle system in Unity 6 that renders 50,000 fully 3D mesh instances with near-zero CPU overhead. The...
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# 50,000 Mesh Particles on GPU in Unity 6 (No CPU Overhead)

**[git-amend](https://daily.dev/sources/git-amend)** · 11 min read · 0 upvotes · 0 comments

## Summary

A step-by-step walkthrough of building a GPU-driven particle system in Unity 6 that renders 50,000 fully 3D mesh instances with near-zero CPU overhead. The tutorial covers writing a compute shader for particle simulation, creating a custom URP render feature and scriptable render pass using the new render graph API, managing GPU graphics buffers, and dispatching draw calls via DrawMeshInstancedProcedural. The compute shader implements a swirling wave-like velocity field with boundary clamping and damping. Source code is provided via a GitHub Gist.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=ChNLgVLm5xg>

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