So you can disable physics for a specific vehicle using vehicle:setActive(). However, that unfortunately also disables rendering for it. You cannot change vehicle.hidden to false, the assignment is just ignored, just like you cannot untick the "hidden" checkbox in the world editor when the vehicle is disabled. I am trying to optimize scenarios with many vehicles / props. Generally, the CPU is the bottleneck in these scenarios, and thus disabling specific objects when the player isn't near should really improve performance. If the vehicle is hidden though that greatly increases the range in which vehicles have to be enabled, to prevent "popping in". I imagine a sort of 3-stage performance system, where the vehicle is normally active when the player is near it, then gets disabled but remains visible in some distance and gets completely disabled and hidden when far away. So, is there a way to achieve this? Or is there maybe some engine limitation that prevents disabled vehicles from being rendered?