> For the complete documentation index, see [llms.txt](https://flora.magneticarcade.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://flora.magneticarcade.com/rendering/debugging.md).

# Debugging

A guide to using the rendering debugger in Flora.

Use Flora's [Rendering Debugger](https://docs.unity3d.com/6000.2/Documentation/Manual/urp/features/rendering-debugger.html) tab for live diagnostics.

Use the [Rendering Inspector](/rendering/rendering-inspector.md) for Editor-only snapshots.

<figure><img src="https://2882982566-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fyo4B7EVXffipTxnJzee6%2Fuploads%2Fgit-blob-94d39ae4fb47d499ab7340d8b003b657cbd697ef%2Frendering-debugger-6-4-5.webp?alt=media" alt="Rendering Debugger tab"><figcaption></figcaption></figure>

## Open the debugger

* Select **Window > Flora > Rendering Debugger**.
* In Play mode or a development Player build, press **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-db5547889341bdf99a54eb0c3b6f38db845b15dc%2Frendering-debugger-runtime-6-4-5.webp?alt=media" alt="Runtime Rendering Debugger in Container Mesh Sample"><figcaption><p>The Flora tab in the runtime Rendering Debugger.</p></figcaption></figure>

The **Flora** tab requires an active `FloraSystem`. Diagnostics remain active after you close the window. Disable them or reset the Rendering Debugger when finished.

## Debug shading

**Debug Shading Mode** colors instances by the selected value:

* **LOD**
* **InstanceHandle** (Editor only)
* **RandomID**
* **Render Prototype**
* **Draw** or **DrawVariant**
* **CullingBatch**
* **BatchDomain**

Related controls:

* **Debug Shading Opacity** - blends debug colors with normal shading.
* **Enable GPU Checks** - enables GPU validation and may affect performance.
* **Diagonal Split** - reveals diagnostic and normal rendering across a diagonal boundary; the endpoints show either view full-screen.

## LOD

* **None** - normal LOD selection.
* **ForceLOD** - forces the selected **LOD Index**.
* **OnlyLOD** - renders only the selected **LOD Index**.

## GPU occlusion

Enable GPU occlusion as described in [Occlusion](/rendering/occlusion.md).

* **Occlusion Overlay** - draws occlusion results.
* **Count Visible** - shows visible tests when enabled, or rejected tests when disabled.
* **Depth Overlay** - shows the occluder depth pyramid.
* **Range Min / Range Max** - remaps the depth display.

## Culling overrides

* **Disable Density Culling** - makes density culling pass every instance.
* **Disable GPU Occlusion Culling** - makes GPU occlusion pass every instance.

Use these overrides to isolate why instances are missing.

## Culling grid

* **Heatmap** - colors the grid by occupancy.
* **Level** - colors grid levels.
* **Blocks**, **Cells**, and **Chunks** - select the structure to draw.
* **Draw Distance** - limits the overlay range.

## Culling stats

In Play mode or a development Player build, open **Display Stats > Flora Culling**. Statistics are disabled by default and use separate controls:

* **Collect CPU Stats** - samples CPU culling statistics.
* **Collect GPU Stats** - samples GPU culling counters and performs asynchronous readback.

Both modes sample at the displayed five-hertz refresh rate. The per-view table includes:

* CPU-visible chunks, instances, and draws
* GPU candidate and visible chunks
* active draw bins
* visible and occluded instances
* visible draws
* exact and fallback LOD counts

GPU statistics add compute counters on sampled frames and may affect performance. Disable collection when profiling normal rendering performance. For Editor-only inspection without continuous collection, use the [Rendering Inspector](/rendering/rendering-inspector.md).

## Quick diagnosis

* Missing instances: disable density culling, then GPU occlusion culling.
* Wrong LOD: use **ForceLOD** or **OnlyLOD**.
* Unexpected grouping: enable the culling-grid overlay.
* Structural issues: open the [Rendering Inspector](/rendering/rendering-inspector.md).
