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bugDebugging

A guide to using the rendering debugger in Flora.

Flora integrates with Unity’s Rendering Debuggerarrow-up-right to provide tools for visualizing and inspecting instance behavior, culling, and performance in real time.

Rendering Debugger tab

Accessing the Rendering Debugger

Flora adds a dedicated tab to Unity’s Rendering Debugger window.

Access Options

  • From the menu bar: Window → Flora → Rendering Debugger

  • In a development build (Play Mode or standalone): Ctrl + Shift + Backspace

Flora debugger hotkey

Debug Properties

Debug Shading Mode

Visualizes internal instance data using different color modes:

  • LOD – Colors instances based on their active LOD index

  • Instance ID – Colors each instance using its unique ID

  • Draw ID – Colors each instance using its draw ID

  • Prefab ID – Colors instances by the prefab they originated from

  • Batch ID – Colors instances by their BRG batch (when using BRG)


Freeze Culling

  • Freezes culling for all cameras

  • Lets you inspect which instances were culled that frame from alternate perspectives


Display Culling Stats

  • Enables GPU dispatch counters and debug overlays

  • Shows per-camera and per-view statistics on:

    • Instances drawn

    • Instances culled

    • Compute workloads dispatched


LOD Mode

Controls how LODs are rendered:

  • Force LOD – Forces all instances to render at a specific LOD index

  • Only LOD – Renders only the selected LOD; other LODs are culled


Spatial Hash

Displays gizmos representing Flora's multi-level spatial hash structure.

Options include:

  • Blocks – The top-level, coarse-grained partitioning

  • Cells – Mid-level subdivisions used for culling

  • Computed Cell Bounds – Actual calculated bounds of cells based on instance positions

  • Chunks – The fine-grained instance groups within cells

These overlays are useful for understanding how Flora groups and culls instances across different spatial resolutions.

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