# 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.

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## 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:

* [Terrain Provider](/scripts/terrain-provider.md)
* [Instance Container](/scripts/instance-container.md)
* [Runtime Samples](/samples/runtime-samples.md#fish-boids)

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## 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.


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