# Runtime Settings

This component defines project-wide runtime behavior for Flora and is serialized in Graphics Settings.

## What This Affects

* global GPU occlusion availability
* legacy light-probe availability
* per-object motion-vector availability

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### Properties

#### <mark style="color:yellow;">DefaultCullingPipeline</mark> *(Obsolete)*

* Kept for backward compatibility.
* Has **no runtime effect** in current Flora.
* Flora now always uses BRG culling.

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#### <mark style="color:yellow;">DisableGPUOcclusionCulling</mark>

Disables GPU-based occlusion culling globally.

* `false`: scene/camera settings can enable occlusion.
* `true`: occlusion stays off regardless of scene/camera toggles.

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#### <mark style="color:yellow;">DisableLegacyLightProbes</mark>

Disables Unity’s legacy baked light probe path globally.

Use this when your project relies on APV/lightmaps and does not require legacy probe sampling.

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#### <mark style="color:yellow;">DisablePerObjectMotionVectors</mark>

Disables motion vector support for Flora instances globally.

Use this to reduce memory and update cost when motion vectors are unnecessary.

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### Usage

These settings are available in **Project Settings → Graphics** when using a supported SRP:

<figure><img src="https://2882982566-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fyo4B7EVXffipTxnJzee6%2Fuploads%2Fgit-blob-e0abaf553b5b08d2fe15b28a79c6149841f10544%2Fgraphics-settings-flora.webp?alt=media" alt="Global Settings UI" width="563"><figcaption></figcaption></figure>

## How To Verify

Toggle each setting and confirm scene behavior follows project-level gating (for example, occlusion or motion vectors stop applying globally).
