Table of Contents

BRG Instance Group


Converts a hierarchy of prefab instances into GPU-instanced rendering via BRG Instanced Renderer. Instances are spatially batched into chunks and serialized, so startup is instant with no runtime transform scanning.

For a step-by-step setup guide, see Getting Started: GameObjects.

Inspector Properties

Property Type Default Description
Chunk Size float 50m World-space size of the spatial grid cells. Instances are grouped into chunks based on their position. Affects culling granularity — smaller chunks cull more precisely, larger chunks reduce overhead.
Cull Distance float 0 Maximum render distance in meters. Instances in this group beyond this distance are not rendered. 0 means no distance limit.
Show Chunk Gizmos bool true Draws wireframe bounding boxes in the Scene View for each chunk, color-coded by fill percentage.

Inspector Actions

Button Description
Convert Children to Instances Scans all direct children, groups them into spatial chunks, serializes the data, and disables their Mesh Renderers and LOD Groups.
Revert to GameObjects Re-enables original Mesh Renderers and LOD Groups, returning to standard Unity rendering.
Refresh Rebuilds chunk data from the current state of the source objects. Use after moving, adding, or removing instances.

You can also convert arbitrary GameObjects (not just children) via the hierarchy context menu: GameObject > BRG > Convert to BRG Instances. This creates a new BRG Instance Group and converts the selected objects into it.

Status Display

When converted, the inspector shows:

  • Converted: Yes/No
  • Chunk Count: Number of spatial chunks
  • Prototype Count: Number of unique prefab types
  • Instance Count: Total instances across all chunks

How Chunks Work

During conversion, instances are placed into a spatial grid based on their world position and the Chunk Size setting. If a grid cell exceeds the maximum instance capacity (determined by Config pool settings), it is split into multiple chunks.

Each chunk stores:

  • A bounding box used for hierarchical culling
  • Instance data (position, rotation, scale, prototype index)
  • The cull distance for distance-based culling

Chunks are the first level of the hierarchical culling pipeline — chunks outside the camera frustum or behind occluders are skipped entirely before any per-instance work.

Notes

  • Source GameObjects remain in the hierarchy after conversion. Their renderers are disabled but you can still select and move them.
  • After editing source objects, always click Refresh to update the serialized chunk data.
  • Each source object gets a BRG Instance Link component that tracks its relationship to the group.
  • Mixed prefab types under the same parent are fully supported. Each unique prefab becomes a separate prototype.