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: Window → 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 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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