Table of Contents

System Window


The System Window provides real-time monitoring and inline configuration for BRG Instanced Renderer. Open it via Tools > BRG Instanced Renderer > System Window.

The window auto-refreshes 4 times per second while the system is active.

System Status

Displays the system singleton state with a color-coded indicator — green when Active, gray when Not Created.

Button Description
Create Instance Creates the singleton (shown when not active).
Full Refresh Clears all caches and fully re-initializes all registerers (editor only).
Runtime Refresh Re-initializes all registerers without clearing caches. Faster than Full Refresh.

Configuration

Shows the active Config asset with a Select Asset button to highlight it in the Project window. The full config inspector is drawn inline so you can adjust settings without leaving the window.

Runtime Statistics

When the system is initialized (play mode or editor preview), the window shows live statistics across collapsible foldouts.

Registered Assets

Lists all meshes and materials currently tracked by the system, with reference counts for each.

Combined Meshes

Lists all combined meshes in the cache, showing vertex count and submesh count per entry.

Prototypes

Expandable foldout listing all registered prototypes. The header shows active, idle, and vacant prototype counts.

Each prototype entry shows a summary line:

[index] MeshName | MaterialName (status, instance_count inst, lodCount LODs[, crossfade])

Expanding a prototype reveals:

  • Ref count and instance count (with high-water mark)
  • LOD count and fade mode
  • Asset identity hash
  • Per-LOD mesh/material breakdown with vertex counts
  • Render Signature — motion vectors, shadow settings (max cascade, min LOD, max distance), animated crossfade, LOD fade duration, density scaling, layer/rendering layer mask, and calculated bucket capacities
Button Description
Purge Unused Removes idle prototypes with zero references. Shown when idle prototypes exist.

Draw Commands

  • Batches — Total active BRG batches
  • Camera / Shadow — Draw command counts for camera and shadow passes
  • Camera Buckets / Shadow Buckets — Bucket slot counts

Compute Rendered Triangles

Toggle that enables per-frame triangle counting. When enabled, shows:

  • Camera Triangles — Triangles rendered for the main camera pass
  • Shadow Triangles — Triangles rendered for shadow passes
  • Total Triangles — Combined total

Chunk System

  • Instances — Total registered instances
  • Chunks — Used / total (free count, high-water mark)
  • Pools — Used / total (free count). Each pool holds 64 instances.
  • Pool Utilization — Color-coded percentage with used vs. wasted slot breakdown:
    • Red: < 50%
    • Yellow: 50–70%
    • Green-yellow: 70–85%
    • Green: 85%+

Occlusion

Shown when BRG occlusion culling is active:

  • Visible — Chunks that passed the occlusion test
  • Occluded — Chunks hidden behind occluders (green when > 0)

Per-View Buffers

  • Camera Sets — Active / total camera view buffer sets
  • Shadow Sets — Active / total shadow view buffer sets
  • Fade Views — Active animated crossfade view states

Active Game Cameras

Lists all active game cameras with their depth values. The camera marked [REF] is used as the culling reference.

Button Description
Set as Ref Designates a camera as the culling reference.
Clear Ref Removes the explicit reference camera (falls back to Camera.main).

Occlusion Debug

Shown when GPU occlusion (HZB) is enabled. Displays a preview of the HZB depth pyramid texture with a configurable preview size slider (128–512 px). Shows the HZB atlas size per camera.

Crossfade

Shows the animated crossfade system status:

  • Whether animated crossfade is ON or OFF
  • Number of prototypes using it, active views, total fade states, and duration
  • Whether Skip Intermediate LODs is enabled

Debug Warnings

When any debug flags are active on the Config, warning banners appear:

  • "DEBUG: Chunk culling BYPASSED"
  • "DEBUG: Culling DISABLED (reusing stale results)"
  • "DEBUG: Rendering DISABLED (culling still runs)"

GPU Memory

Expandable foldout showing total allocated GPU memory, color-coded:

  • Green: < 64 MB
  • Orange: 64–128 MB
  • Yellow: 128–256 MB
  • Red: > 256 MB

When expanded, shows per-category breakdown:

Category Description
Prototype Data GPU prototype buffer
Instance Data Per-instance data (color, density hash, etc.)
Matrix Data Object-to-world matrices
Chunk Data Chunk metadata (bounds, cull distance, etc.)
Pool Ref Data Pool reference tracking
Camera View Buffers Per-camera culling output
Shadow View Buffers Per-shadow-view culling output
FadeState Buffers Animated crossfade per-view states
Bucket Mapping Draw call bucket layouts
Staging Buffers Upload staging memory