Static Spatial Caching
Precompute spatial classification for static instance containers and terrain trees.
Static Spatial Caching precomputes culling-grid placement for eligible static content. It reduces scene initialization work but does not change runtime culling.
Enable static spatial caching
Open Edit > Project Settings > Graphics > Flora > Editor.
Enable Static Spatial Caching (Experimental).
Save the scene.
Select the Scene Settings object and review the Static Spatial Cache status.
Use Window > Flora > Rebuild Scene Spatial Cache to rebuild manually.
Eligible content
A
FloraInstanceContainerwhose GameObject is marked Static, has a prefab, contains at least one instance, and does not opt out.Terrain trees owned by an enabled
FloraTerrainProviderthat does not opt out.
Terrain details are not eligible. They are generated as transient GPU data and do not use static spatial caches.
Per-owner modes
Instance containers expose Static Spatial Cache. Terrain Providers expose Tree Spatial Cache.
Auto
Participates while the project-wide setting is enabled.
Enabled
Explicitly participates while the project-wide setting is enabled.
Disabled
Never contributes data to the cache.
The project setting must be enabled for both Auto and Enabled.
Generated asset and rebuilds
For a scene named Forest.unity, Flora writes Forest.FloraSpatialCache.bytes beside the scene. Keep this asset in source control with the scene.
Flora rebuilds when settings change, a scene is saved, Play mode starts, or a scene enters a Player build. Rebuild controls are also available in the related inspectors.
The Scene Settings inspector reports one of these states:
Unavailable
Save the scene under Assets before building a cache.
No Eligible Data
The scene has no eligible containers or terrain trees.
Not Built
Eligible content exists, but no cache has been created.
Out Of Date
The cache does not match the current eligible content.
Up To Date
Every eligible payload has current cache data.
When not to use it
Enable it only when profiling shows meaningful scene initialization cost. It does not improve runtime rendering performance.
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