DrawMeshInstanced and material property blocks

I’m trying to assign an instanced property to my shader. This is rendered 128 times using DrawMeshInstanced and each position is indeed unique. However I wish to update a vector4 values each time I am rendering this, which I am trying to do via a material property block.

I access the property via:

UNITY_INSTANCING_CBUFFER_START(propertyBlock)
UNITY_DEFINE_INSTANCED_PROP(float4, _AnimatonFrame)
UNITY_INSTANCING_CBUFFER_END

and in the vertex shader like so UNITY_ACCESS_INSTANCED_PROP(_AnimatonFrame);

The property block is updated using .SetVectorArray(“_AnimationFrame”, vecList);

yet it appears no property is getting send to the shader, does anyone have any ideas why this would be?

I have my instanced property declared like this:
UNITY_INSTANCING_CBUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color) // Make _Color an instanced property (i.e. an array)
UNITY_INSTANCING_CBUFFER_END

@jknight-nc I have my instanced property defined as _AnimatonFrame (“AnimationFrame”, Vector) = (1, 1, 1, 1)
I don’t see the difference. Any thoughts?

I have fixed it now, working as intended. I have a spelling mistake between my shader property and what was set in my property block. damn dyslexia

I thought the “UNITY_INSTANCING_CBUFFER_START(Props)” being different from “UNITY_INSTANCING_CBUFFER_START(propertyBlock)” was going to be the problem