1. Keep world edits intentional

Manual Place/Paint/Erase is ideal for breakable/planted authored objects. Density/Noise is better for broad environment coverage.

2. Use feedback when gameplay depends on counts

Placement/harvest result structs report exactly how many manual instances changed and which TypeSet types were affected.

3. Check performance in your scene

Use Unity's Profiler to see whether the time is spent on the CPU or graphics card. Start by reducing dense overlapping plants or shadows, then compare the frame time again. Test on the hardware you want players to use.

4. Try a built game

Build and run the same scene outside the Editor. Check that the plants, wind and Sprite Wind props are visible there too. This catches missing shaders or resources that an Editor preview can hide.

Breakable patch

VegetationMutationResult removed = VegetationAPI.Harvest(area, hitPoint, 1.25f);
foreach (VegetationTypeCount item in removed.perType)
    Debug.Log($"Removed {item.count} of {item.typeId}");