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(2 edits)

Yeah it was subMesh. And then the UV I fixed by getting a UV from each mesh and adding them to an array(which will match the new vertex array size). The only issue I face now is the position of the new mesh being off, though from the link bellow it seems to be something with how matrex4x4 works with different spaces(Will have to figure that out some other time for now I am brain dead). Thanks for the help @KaiClavier

https://answers.unity.com/questions/231249/instanced-meshes-are-being-offset-to-...