# Debugging

Flora integrates with Unity’s [Rendering Debugger](https://docs.unity3d.com/6000.2/Documentation/Manual/urp/features/rendering-debugger.html) to provide tools for visualizing and inspecting **instance behavior**, **culling**, and **performance** in real time.

<figure><img src="https://2882982566-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fyo4B7EVXffipTxnJzee6%2Fuploads%2FS2We1kURdHyOlNBXlwP1%2FScreenshot%202025-11-14%20at%208.47.52%E2%80%AFAM.png?alt=media&#x26;token=4977f967-e513-4ad8-9db5-e9fedca9e7da" alt="Rendering Debugger tab"><figcaption></figcaption></figure>

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## 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**

<figure><img src="https://2882982566-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fyo4B7EVXffipTxnJzee6%2Fuploads%2Fgit-blob-5db3ad2560efc566269bc44c21f918b1e881e67d%2Frendering-debugger-runtime.webp?alt=media" alt="Flora debugger hotkey" width="563"><figcaption></figcaption></figure>

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## 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).

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### Freeze Culling

* Freezes culling for **all cameras.**
* Lets you inspect which instances were **culled that frame** from alternate perspectives.

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### 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.

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### 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.

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### 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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