Getting started
Sample workflows
Use the Cinematic Grass Showcase and the 300 m and 1000 m benchmark scenes.
Package Manager exposes three self-contained imports. Choose the sample that matches the current task instead of copying every release scene into the project.
| sample | purpose | proof action |
|---|---|---|
| Cinematic Grass Showcase | full-quality 128 m presentation, setup, runtime painting, interaction, multiple species, and quality switching | inspect Tall Wild Grass, Silver Pampas, Meadow Breeze, Cinematic quality, TAA, and backlight; use WASD/arrows, P, and 1 through 4 in Play Mode |
| 300 m Terrain Benchmark | close-to-far fixed-camera silhouette, LOD, motion, and occlusion inspection | keep the saved camera and quality conditions unchanged and profile a Development Player on the target hardware |
| 1000 m Terrain Benchmark | long-distance coverage, settled far-LOD batching, occlusion, memory, and command-count inspection | keep the saved camera and quality conditions unchanged and profile a Development Player on the target hardware |
Every sample owns its scene-specific TerrainData, control map, or volume profile and references only assets inside that import or declared Unity and Kiwi Grass packages. None contains a persistent bake payload, project-specific Assets/ reference, or generated cache. Runtime data is produced from the imported sample-owned Terrain when its scene opens.
For a performance claim, import only the required benchmark and preserve its documented fixed-camera and quality conditions. Editor Game-view FPS includes Editor overhead and is not a release measurement. The Cinematic Grass Showcase remains a full-quality visual and interaction presentation rather than a lightweight benchmark.
Still stuck?
Bring the renderer status with you.
Include the Kiwi Grass version, Unity and URP versions, operating system, graphics API, renderer status, Player log, and a minimal reproduction.