> 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/samples.md).

# Samples

A set of pre-built scenes demonstrating Flora’s capabilities.

## Import the examples

1. Open **Window > Package Manager**.
2. Select **Flora**.
3. Expand **Samples**.
4. Import **Examples**.

Unity copies the files to `Assets/Samples/Flora/<package-version>/Examples`. The paths below are relative to that imported `Examples` folder.

## Explore every sample

Open `FloraDemo.unity` and enter Play mode. The capture-ready showcase advances automatically through every example and reveals one or more relevant diagnostic views within each scene. Animated trees use Flora's HDRP-style motion-vector color wheel and arrow grid over the normal post-processed view, physical tree replacement and runtime-spawned fish use stable randomized per-instance colors, mesh containers use draw-group colors followed by the spatial culling grid, and prefab containers use culling-batch colors. The two mesh-container diagnostics share one continuous diagonal reveal. **Debug Reveal Start Seconds** controls the delay after the sample scene finishes loading, and **Debug Reveal Seconds** controls the reveal animation. Autoplay always leaves at least one second to show each completed diagnostic. Each example is presented with a succinct, feature-specific runtime headline in monumental 30–32 metre white Oswald Bold lettering as a non-canvas TextMesh Pro object. The five title objects are inactive children of **Flora Demo**, so their text, transforms, and TMP settings can be edited directly. All five inherit the same canonical Oswald title prefab and differ only by their text and transform overrides. At runtime each title selects TMP's lit Surface, URP, or HDRP shader for the active render pipeline, so it is lit, shadowed, and occluded like every other object in the world. The normal stats overlay is hidden, terrain content can interlace with the title, and the fish schools actively steer around its volume. Press any key to take manual control, use the **Left Arrow** and **Right Arrow** keys to browse sample scenes, and press **Space** to resume autoplay. Use **WASD**, **Q/E**, and the right mouse button to explore the active example.

The default five-scene sequence runs for approximately thirty seconds, excluding scene-loading time, and is suitable for capture with Unity Recorder. Diagnostic shader variants are available in the Editor and development Player builds.

The Flora panel in Unity's Rendering Debugger exposes a single **Diagonal Split** position. Either endpoint presents a full-screen view; values between zero and one reveal the diagnostic and normally rendered scene across a diagonal boundary. During the demo, a thick white overlay divider tracks that boundary exactly and covers the compositing seam.

## Runtime

1. [Fish Boids](/samples/runtime-samples.md#fish-boids) - runtime spawning and transform updates.

## Container (non-Terrain)

1. [Container Mesh Sample](/samples/container-samples.md#container-mesh-sample) - scene-authored container instancing without Unity `Terrain`.
2. [Container Prefab Sample](/samples/container-samples.md#container-prefab-sample) - prefab-based container instancing with `FloraInstanceRenderer` and `FloraInstanceContainer`.

## Terrain

1. [Tree Effect](/samples/terrain-samples.md#tree-effect) - terrain-tree runtime animation.
2. [Tree Wrecking Ball](/samples/terrain-samples.md#tree-wrecking-ball) - instance query + disable + replacement flow.
