Page cover

GPU Resident Drawer

Details on how Flora works with Unity's GPU Resident Drawer.

Flora and Unity GPU Resident Drawer solve similar rendering problems with different content ownership models.

Guidance

  • Use Flora when you need terrain foliage support, container workflows, or runtime-created instance populations.

  • Use GPU Resident Drawer for MeshRenderer-driven workflows where its defaults fit your project.

What This Affects

  • Memory footprint at high instance counts.

  • Authoring workflow (GameObject-centric vs data-driven instancing).

  • Occlusion workload if both systems run.


Content Model Differences

  • GPU Resident Drawer: active GameObject + MeshRenderer driven.

  • Flora: supports terrain, containers, and runtime instance data without requiring one render GameObject path per instance.

Related Flora workflows:


Occlusion Interaction

Both systems maintain separate occlusion resources. Running both over overlapping content can duplicate GPU work.

Practical Recommendation

For the same content path, prefer one primary instancing/occlusion strategy and profile scene cost.

Last updated