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: FREE. The latest store price is FREE, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| FREE | Latest store price | |
| FREE | Unity First Price 2026-06-20 2026-06-27 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Audio Dispatcher for DOTS
Audio Dispatcher solves this elegantly.
Audio Dispatcher for DOTS is a production-ready, Data-Oriented audio bridging system. It allows your Burst-compiled Jobs to trigger, move, and stop managed AudioSource components without ever touching the Managed Heap or stalling the Main Thread.
How it works:Instead of forcing the Main Thread to wait for your Jobs to finish, the system uses a Double Buffering Command Architecture. Your high-frequency systems (like bullets or explosions) write 32-byte cache-aligned events into a lock-free queue. A dedicated Burst-compiled "Brain" processes these events, handles pooling logic, and passes a clean command buffer to the Main Thread for execution.
Key Highlights:
Zero-GC & Thread-Safe: Built strictly for Data-Oriented Technology Stack (DOTS) performance.
Smart Voice Stealing: If your audio pool is full, the system doesn't just cut off random sounds. It calculates priorities and automatically replaces the quietest or furthest sound.
Shadow Tracking: Looping sounds (like tank engines) follow your entities using shadow components. Your core gameplay archetypes remain untouched and tightly packed in memory.
Stable Hashes: Audio IDs are generated as stable Hashes. Reordering your audio database will never break your code.
Developer Friendly:No boilerplate code required. Use the included Fluent API to trigger sounds directly inside your IJobEntity: AudioID.EXPLOSION.Shot(position).Volume(0.8f).Apply(writer);
Perfect for any genre:Whether you are building a massive RTS, a chaotic Bullet Hell, or a fast-paced Shooter, this tool ensures your audio scales with your entity count.