> 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/rendering-inspector.md).

# Rendering Inspector

The **Flora Rendering Inspector** is an Editor-only window for inspecting the rendering data that Flora has built from your scene. Use it when content is missing, too expensive, using the wrong source, or grouped differently than expected.

Open it from:

* **Window > Flora > Rendering Inspector**
* The **Rendering Inspector** utility button in the [Scene Settings](/scripts/scene-settings.md) inspector

The inspector captures a snapshot of the active `FloraSystem`. Press **Refresh** after changing scene content, materials, render settings, or terrain state.

***

## What It Shows

The inspector is organized around the data Flora sends to BatchRendererGroup:

* **Sources** - authoring objects that generated instances, such as containers, prefab instances, and terrain content.
* **Templates** - shared render definitions built from source meshes, materials, LODs, lightmap data, and renderer settings.
* **Archetypes** - groups of instances that share the same template and instance data layout.
* **Draws** - mesh/material/submesh draw entries.
* **Graphics Domains** - BatchRendererGroup batch domains and shader property bindings.
* **Graphics Buffers** - allocated GPU buffers used by Flora.
* **Grid Chunks** - culling-grid chunks, when grid details are captured.

Select any row to inspect details and relationship links. Relationship rows can be clicked to jump between related sources, templates, draws, domains, chunks, and buffers.

***

## Browser Tabs

### All

Shows every major category in one tree. Use this for broad diagnosis or when you do not yet know which part of the rendering structure is relevant.

### Authoring

Groups data around authoring templates and sources. Use this to answer questions such as “which prefab or container produced this template?” or “how many instances came from this source?”

### Structure

Shows how templates, archetypes, chunks, and draws relate to each other. Use this when investigating batching, LOD layout, draw counts, or unexpected instance grouping.

### Grid

Shows culling-grid chunks. Opening this tab captures additional grid details, so use it when diagnosing spatial grouping, culling chunk counts, or bounds-related query behavior.

### Rendering

Focuses on rendering resources: draw entries, graphics domains, shader properties, and graphics buffers. Use this when diagnosing material bindings, DOTS instancing properties, memory footprint, or buffer allocation.

***

## Navigation Tools

* **Search** filters the visible tree by names, object paths, source kinds, shader property names, and related metadata.
* **Refresh** captures a new snapshot from the active `FloraSystem`.
* **Sort > Alphabetical** keeps objects grouped by name or stable index.
* **Sort > Count** prioritizes entries with larger instance, draw, chunk, or buffer counts.
* **Frame Bounds** buttons frame selectable scene bounds in the Scene View when bounds are available.
* **Reset Layout** restores the default browser/details split.

If no system is active, the summary reports that no Flora rendering information is available. Enter Play Mode or ensure a scene contains active Flora content and [Scene Settings](/scripts/scene-settings.md).

***

## Rendering Inspector vs Rendering Debugger

Use the **Rendering Inspector** to inspect Editor data structures and relationships.

Use Unity's **Rendering Debugger** for live visual overlays, debug shading, culling freeze, LOD forcing, and runtime/development-build debugging. See [Debugging](/rendering/debugging.md).


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