# Freeze Active Meshes and instances

**URL:** <https://forum.babylonjs.com/t/freeze-active-meshes-and-instances/38897>\
**Category:** Questions\
**Created:** [March 9, 2023, 10:03pm UTC](https://forum.babylonjs.com/t/freeze-active-meshes-and-instances/38897 "2023-03-09T22:03:02Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [March 10, 2023, 11:22am UTC](https://forum.babylonjs.com/t/freeze-active-meshes-and-instances/38897/3 "2023-03-10T11:22:14Z")

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In frozen mode, the list of active meshes is not recomputed and, by default, the world matrices of instances are not recomputed/updated neither.

To fix the problem, you can pass `false` for the `freezeMeshes` parameter of the `scene.freezeActiveMeshes` call. Or you can update the world matrices of the instances manually. See how it’s done in the PG of this post:

> [@WebGPU instancing does not render](https://forum.babylonjs.com/t/webgpu-instancing-does-not-render/31622/11):
>
> PR created: For this to work, the master mesh must be visible (because it must be an active mesh). If you really don’t want to display it, you can set a material that will hide it (disableColorWrite = true / disableDepthWrite = true). Here’s a PG that will work once the PR is merged:

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_[View the full topic](https://forum.babylonjs.com/t/freeze-active-meshes-and-instances/38897)._
