Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $30. The latest store price is $60.
View 3 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $60 | Latest store price | |
| $30 | Unity Discount 2026-07-29 2026-08-12 | |
| $60 | Unity First Price 2026-07-29 2026-08-05 |
Sale and bundle history
The 2 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Flora
Flora is a GPU-instanced renderer for Unity Terrain foliage, prefab instances, and runtime-generated environments. Easy Setup: Add Scene Settings and Flora automatically configures rendering for active Terrains. Scene view and runtime cameras are supported without additional camera components. Changes to prefabs, materials, renderers, and Terrain data are synchronized automatically. Flora uses Unity BatchRendererGroup API for culling and draw submission. Use existing meshes and materials without switching to a Flora-specific shader system. Shader Graph and custom BRG compatible shaders are supported. Render Unity Terrain trees and detail meshes through Flora. Trees and details stream according to the Terrain distance and density settings. Detail placement and Terrain surface sampling are generated on the GPU, with streaming managed automatically. Detail meshes can use LODGroups, including autogenerated Mesh LODs. Select and edit Flora instances, including Terrain trees, directly in the Scene view using Unity transform tools. Convert prefabs containing a MeshRenderer or LODGroup into Flora instances or Terrain trees. Convert them back to regular GameObjects when required. Supports Unity LODGroups, Mesh LOD, screen-size culling, range-based density, and LOD randomization. All Unity LODGroup cross-fade modes are supported: Animated, Transition, SpeedTree. Rendering controls follow the corresponding Unity Renderer, LODGroup, Terrain, and Camera settings. Volume overrides provide global or localized distance and density control. Per-instance shadow culling is performed for each light and directional-light cascade. Additional lights are supported with Forward+ and Deferred rendering paths. Supports runtime GPU occlusion and Unity baked occlusion data. GPU occlusion can be controlled globally and per camera. Per-instance motion vectors support TAA, motion blur, and other temporal effects for moving or animated instances. Supports Unity Light Probes and Adaptive Probe Volumes. Store large groups of instances without creating a GameObject for each one. Instance Containers can be used for foliage, rocks, debris, or other repeated objects outside Unity Terrain. Containers can be moved as a group while their instances remain individually controllable at runtime. Create, update, query, animate, enable, disable, or destroy instances at runtime. Bulk APIs support native collections, Burst, and Unity Jobs, making Flora suitable for procedural generation and custom terrain systems. Inspect LOD selection, draw calls, culling, density, occlusion, and instance distribution through Unity Rendering Debugger. The Rendering Inspector provides additional Editor inspection of Flora rendering data. Samples include Runtime generation, animation, Unity Jobs, and motion vectors. Terrain Samples: Modify, animate, disable, and replace Terrain trees at runtime. Container Samples: Instance-based environments without Unity Terrain. Compatibility: Unity 6.0 LTS or later, HDRP, URP, and compatible custom SRPs, Compute shader support required, Built-in Render Pipeline is not supported, The Visual Engine by BOXOPHOBIC.