Debugging
A guide to using the rendering debugger in Flora.
Flora integrates with Unity’s Rendering Debugger to provide tools for visualizing and inspecting instance behavior, culling, and performance in real time.

Accessing the Rendering Debugger
Flora adds a dedicated tab to Unity’s Rendering Debugger window.
Access Options
From the menu bar: Flora → Rendering Debugger
In a development build (Play Mode or standalone): Ctrl + Shift + Backspace

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 submesh using its render state 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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