
A high-performance instancing system for Unity 6.0, built to render dense foliage and instanced meshes at scale—powered by BRG, with full runtime control and editor integration.📚 In-depth DocumentationRead the Documentation for detailed guides and technical breakdowns. Join the Discord to ask questions, share feedback, or see how others are using Flora.🔧 Easy SetupAdd the Scene Settings component — Flora automatically registers all active terrains and sets up rendering. Scene view and all cameras are supported without additional components. Changes to prefabs, materials, or terrain data are tracked and synced automatically.🏎 BatchRendererGroupFlora is the only foliage solution on the Asset Store that works with Unity’s BatchRendererGroup API. No custom shaders or materials. Take advantage of GPU-resident rendering, native culling, and efficient state switching — the same backend used by Entities Graphics and Unity’s GPU Resident Drawer.🌲 Terrain InstancingFlora reads tree and detail prototype data directly from terrain components using non-GC APIs. Trees and details stream in and out based on distance, with all rendering handled globally to avoid redundant draws.🧩 Scene View EditingSelect and manipulate Flora instances — including terrain trees — directly in the Scene view using Unity’s transform handles.🔁 Instance ConversionConvert any prefab with a MeshRenderer or LODGroup into a Flora instance or tree — and convert back when needed.🪟 OcclusionSupports both GPU-based runtime occlusion and Unity’s baked CPU occlusion. Choose the appropriate method based on your platform and performance needs.🎥 Motion VectorsFull support for per-instance motion vectors enables correct TAA, motion blur, and other temporal effects on animated or moving instances.💡 Indirect LightingSupports Unity’s Light Probes and Adaptive Probe Volumes for proper indirect lighting of instances.📦 Instance ContainersStore thousands of instances in lightweight, serialized containers. Ideal for static clutter like rocks, moss, or debris — without GameObject overhead.🌐 Global System ArchitectureAll instances are managed through a centralized system with stable handles, enabling consistent runtime queries, animation, and control — regardless of origin.🔎 Dynamic Spatial HashingFlora uses a scene-wide spatial hash that updates every frame. This enables fast culling, runtime modifications, and efficient spatial queries — filter by prefab, layer, or type.⚙️ Runtime ControlCreate or update instances at runtime using Flora’s Burst-optimized queries and data structures. Works seamlessly with procedural generation and custom terrain systems.🐞 Runtime DebuggingIncludes a custom tab for Unity’s Rendering Debugger that visualizes draw calls, LODs, occlusion, and more.🧪 SamplesRuntime Samples: 50k+ runtime generated animated instances with motion vectors, based on Unity’s ECS boid sample.Terrain Samples: Modify terrain trees at runtime — animate, disable, or replace them with Rigidbody-driven GameObjects.✅ CompatibilityUnity 6.0Supports HDRP, URP, and custom SRPsPlatform with compute shader supportBOXOPHOBIC - The Visual Engine