Collider to hide-show mesh?

I have a space game. I would like to use a collider to instantiate an asteroid belt containing 1000 objects. I will not have two asteroid belts within camera view of eachother, but will have several in a scene at a time. I would like to use a large collider to show/hide the asteroid mesh as needed. Is this common/bad practice? Am I being naive?

Edit: The reason is to help frame rate.

Trying to instantiate (and I’m assuming you did mean to say instantiate, not just show or hide as you did later) that many prefabs at once is going to take it’s toll on the machine, have you considered making the asteroid belt into a prefab that is already in the level when it loads? (that being said, with that many objects, you will still face a heavy toll on processing power/load time)

Personally, I would take the solution I suggested above but also look into occlusion culling, as it sounds like you’re gearing to have a lot of resources chewed up by the environment.