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 $29.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $29.99 | Latest store price | |
| $14.99 | Unity New Release Discount 2026-10-06 2026-10-20 | |
| $14.99 | Unity New Release Discount 2026-10-06 2026-10-20 | |
| $29.99 | Unity First Price 2026-10-06 2026-10-06 |
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 Memory Profiler Companion
- Tools, Systems & Learning > Development Tools & Automation
SNAPSHOTS
Capture memory and see it broken down by category: textures, meshes, audio, shaders, materials, managed heap, with the largest consumers named. Take a second snapshot after loading a level and diff it: what appeared, what grew, what never came back. The numbers are the ones Unity reports, labelled correctly, with allocated total, managed heap, native memory and reserved memory shown separately rather than mixed together.
LEAK DETECTIVE
Scans for the patterns that leak in real projects: static fields holding destroyed Unity objects, event handlers never unsubscribed, coroutines still running on dead objects, and steady growth across snapshots. The report names the declaring type and the field, and traces the reference chain from the leaked object to the root that holds it. You get a line to delete, not a direction to search in.
TEXTURE GALLERY
Every texture in memory with its size, format, mip status and read/write flag, sorted by what it costs. Duplicate detection finds the same image imported twice under different names, the single most common source of wasted texture memory in a shipped game.
RECOMMENDATIONS THAT CARRY NUMBERS
Advice without a number is noise. Check the project against a platform budget, from low-end mobile through current consoles, and every recommendation that can be measured comes back with the bytes it frees: how much compression saves on these specific textures, how much capping the size to the platform limit saves, how much disabling Read/Write returns, how far over budget the project actually is. The list sorts by what pays off. Recommendations that cannot be quantified, such as avoiding allocations in a hot path, are marked as advice rather than padded with a fake number.
GC PRESSURE
Watch the allocation rate, the pressure on the heap, and the predicted time until the next collection while the game runs, sampled continuously. Attribute allocations to a named scope in your own code.
EXPORT
HTML, CSV, JSON or Markdown, for the ticket, the wiki, or the build report.