GameObjects
There are two ways to render placed prefab instances through BRG Instanced Renderer. Pick based on whether you want to keep the source GameObjects around.
Option A — BRG GameObject Group (keeps source GameObjects)
Best when you want to keep selecting and moving individual instances at runtime or in the editor.
- Place your prefab instances as children of a parent GameObject
- Add the BRG GameObject Group component to the parent
- Click Convert Children to Instances in the inspector
- Configure settings — see the BRG GameObject Group component reference
The source GameObjects remain in the hierarchy for editing and transform tracking. To rebuild after changes, click Refresh. To revert back to standard Unity rendering, click Revert to GameObjects.
Option B — BRG Instance Group (destroys source GameObjects)
Best for large counts of static decorative props where per-instance GameObject overhead matters (forests, debris fields, etc.).
- Place your prefab instances as children of a parent GameObject
- Add the BRG Instance Group component to the parent
- Click Bake Children in the inspector
The bake packs each instance's transform + render signature into a compact blob on the component and destroys the source GameObjects. See the BRG Instance Group component reference for the full tradeoff list and the Expand to GameObjects safety valve.
Tip
Add BRG Prototype Extra Data to your prefabs to control shadow cascades, density, crossfade, and other per-prefab settings. Both options pick these up automatically.