
Debugging
A guide to using the rendering debugger in Flora.
Rendering Debugger
Flora creates a tab in Unity's Rendering Debugger window. A shortcut for the tab is available in the top menu bar: Flora -> Rendering Debugger.

The debugger can also be viewed in game in a development build with the shortcut: Ctrl + Shift + Backspace

Properties
Debug Shading Mode
LOD - Colors each instance by which LOD is currently active.
Instance ID - Colors each instance by its unique ID.
Draw ID - Colors each instance submesh by its unique render state ID.
Prefab ID - Colors each instance by which prefab the instance belongs to.
Batch ID - Colors each instance by which BRG batch it belongs to.
Freeze Culling
Freezes the culling of all cameras, allowing you to inspect what was culled that frame from a different vantage point.
Display Culling Stats
Enables compute dispatch counters and the debug stat view. Will display information about what was drawn, per camera and per view.
LOD Mode
Force LOD - Forces all LODs to a specific index.
Only LOD - Displays only a specific LOD index, all others are considered culled.
Spatial Hash
When enabled, displays gizmos for each level, block, cell and chunk within Flora's instance spatial hash. Useful for determining how instances are divided in the scene.
GPU Occlusion
Force Never Occlude - Disables occlusion.
Occlusion Overlay - Shows a heatmap overlay visualization, where red areas indicate the hot spots of instances being culled by occlusion.
Depth Overlay - Displays the downsampled depth map used during occlusion.
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