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Component Atlas: Notes for GameObjects, Assets and Scenes preview
Unity

Component Atlas: Notes for GameObjects, Assets and Scenes

By Tobias Froihofer

$14.99

Rated 0.0/5 from 1 ratings on Unity.

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: $14.99. The latest store price is $14.99, matching the lowest recorded price shown here.

Recorded prices for Component Atlas: Notes for GameObjects, Assets and Scenes 5 price observations from Jun 10, 2026 to Oct 31, 2026. Lowest recorded price $14.99. Exact dates and prices are listed below. $0.00 $15.00 $29.99 Jun 10, 2026: $14.99. Unity New Release Discount 2026-06-10 2026-06-24 Jun 10, 2026: $14.99. Unity New Release Discount 2026-06-10 2026-06-24 Jun 19, 2026: $29.99. Unity First Price 2026-06-19 2026-06-26 Oct 3, 2026: $14.99. Unity Permanent Decrease 2026-10-03 2026-10-10 Oct 31, 2026: $14.99. Latest store price Jun 10, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 5 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$14.99Latest store price
$14.99Unity Permanent Decrease 2026-10-03 2026-10-10
$29.99Unity First Price 2026-06-19 2026-06-26
$14.99Unity New Release Discount 2026-06-10 2026-06-24
$14.99Unity New Release Discount 2026-06-10 2026-06-24

Sale and bundle history

The 4 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Component Atlas: Notes for GameObjects, Assets and Scenes

  • Tools, Systems & Learning > Development Tools & Automation
A contextual memory system for Unity. Bugs, warnings, ideas and documentation stay attached to the objects they belong to, visible right where you work. You spot a bug mid-playtest. You finally work out why a system behaves the way it does. You set a value that must never change again. These moments matter, and they are easy to lose track of. Component Atlas keeps them inside your project, attached to the GameObject, component, prefab or asset they belong to. Open a scene and you see what needs attention before clicking anything. Come back weeks later and the context is already there. Your project never forgets. Notes that stick with your objects: Coloured icons appear directly in your Hierarchy and Project window, so you can instantly see what has bugs, what's in progress, what has documentation, what not to touch without reading first. The context lives on the object, not in a separate window you have to remember to open. More Than Todo Notes: Some notes are temporary. Others become part of your project's memory. Warnings on sensitive settings, Explanations of complex systems, Balancing decisions from playtests, Important implementation details future-you should not have to rediscover. Examples: A rigidbody note saying: Do not enable gravity. Controlled by script. A note on a data holding object: Value X reduced to 40 for these reasons, do not increase again. A note on a complex object: Documentation with how this works so future-you can quickly remember. This is knowledge attached directly to the object that needs it. Capture Notes Without Breaking Flow: Adding a note takes three clicks: select object, Add Note, type a title. Most notes are just a one-line title and a type (Bug, Feature, Warning, Documentation, and more). Everything else is optional. Description and Key Takeaway fields are often very useful. Core Features: Notes that live where you work with indicators in the Hierarchy, Project window, Inspector and Scene view. Capture during play mode with Shift+F12 that pauses, snaps the Scene View to your camera, and lets you attach a note including directly to prefab assets so the issue shows on every instance. Find anything instantly with search and filter by type, state, priority, tags, deadline and scene. 15 built-in filter presets, plus your own. Understand systems before changing them with component dependency graphs, with notes attachable to components and their relationships. Pinboard: Named pages that group the assets, prefabs and references for a task, so you can reopen a full workspace in one click. Works Solo. Supports Teams: Component Atlas works fully offline from day one. No account, no setup, no configuration. Notes are stored as JSON and work with Git, Perforce and Plastic SCM. Rename assets, reorganise folders or move prefabs, and notes stay attached through Unity's internal GUID system. If you later work with others, optional Firebase integration adds realtime syncing inside Unity: notes update instantly, comments stay attached to the work, and @mentions notify teammates. Setup takes about 15 minutes through the built-in wizard. Start solo. Add collaboration later if your team grows. Common Questions: Is this overkill for a solo project? No. Even a few notes on important systems can save hours later. Most developers use it lightly and add notes only where context truly matters. Will this slow me down? Adding a note takes seconds. Usually faster than switching to another app and searching for the right card or document. I'm still learning Unity. Is this for me? Yes. Leave notes explaining why you set something up a certain way, and you build documentation inside your project as you go. Unity compatibility: Unity 2021.3 LTS and newer. Do I need Firebase? No. It works completely offline. Firebase is only for realtime collaboration. Version control friendly? Yes. JSON storage works with Git, Perforce and Plastic SCM. Can I export notes? Yes. JSON, CSV and TSV export are supported. Are there ongoing costs? No subscriptions. Component Atlas is a one-time purchase. Firebase also has a generous free tier which is enough for most small teams. Why This Exists: I built Component Atlas because I needed it myself. I kept forgetting what systems did, losing ideas during playtests, and hunting for the same assets again. I wanted that context to live inside the project, on the objects it belonged to, instead of somewhere I had to go looking for it. Over time, your project becomes easier to return to, understand and maintain. Component Atlas. Because forgetting what you were thinking is expensive.

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