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: $7.50. The latest store price is $15.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $15 | Latest store price | |
| $7.50 | Unity New Release Discount 2026-07-16 2026-07-30 | |
| $7.50 | Unity New Release Discount 2026-07-16 2026-07-30 | |
| $15 | Unity First Price 2026-07-16 2026-07-23 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Codebase Exporter & Asset Replacer Pro
- Tools, Systems & Learning > Development Tools & Automation
Debug Draw puts gizmo-style visual debugging where you actually need it: in your running game, including standalone builds.
One static API, callable from anywhere:
Draw.Line(a, b, color, duration, depthTest)
Draw.Ray(origin, direction, color, duration, depthTest)
Draw.Box(center, size, rotation, color, duration, depthTest)
Draw.Sphere(center, radius, color, duration, depthTest)
Draw.Text(position, text, color, duration)
Every call takes a color, a duration (0 draws for a single frame) and a depth-test flag, so a shape is either occluded by your scene geometry or drawn on top of it as an overlay.
Works in builds, not just the editor. Most debug drawing in Unity is editor-only, which is exactly where it is least useful. Debug Draw renders in the player, so you can diagnose behaviour in a real build.
Built-in, URP and HDRP. Shapes are batched into a line mesh and submitted through the standard renderer path, so they render in the Built-in Render Pipeline, in URP and in HDRP. All three are verified in actual player builds, not just in the editor. The package ships its own shader, so nothing it needs is stripped out of your build.
No setup. There is no prefab to place and nothing to initialise. Call the API and the renderer creates itself on first use, then retires each shape as its duration expires. The line mesh is rebuilt from reused buffers, so drawing does not generate garbage.
Includes a sample scene.
One static API, callable from anywhere:
Draw.Line(a, b, color, duration, depthTest)
Draw.Ray(origin, direction, color, duration, depthTest)
Draw.Box(center, size, rotation, color, duration, depthTest)
Draw.Sphere(center, radius, color, duration, depthTest)
Draw.Text(position, text, color, duration)
Every call takes a color, a duration (0 draws for a single frame) and a depth-test flag, so a shape is either occluded by your scene geometry or drawn on top of it as an overlay.
Works in builds, not just the editor. Most debug drawing in Unity is editor-only, which is exactly where it is least useful. Debug Draw renders in the player, so you can diagnose behaviour in a real build.
Built-in, URP and HDRP. Shapes are batched into a line mesh and submitted through the standard renderer path, so they render in the Built-in Render Pipeline, in URP and in HDRP. All three are verified in actual player builds, not just in the editor. The package ships its own shader, so nothing it needs is stripped out of your build.
No setup. There is no prefab to place and nothing to initialise. Call the API and the renderer creates itself on first use, then retires each shape as its duration expires. The line mesh is rebuilt from reused buffers, so drawing does not generate garbage.
Includes a sample scene.