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 2026-11-04 2026-11-04 |
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 Asset Naming Manager
- Tools, Systems & Learning > Development Tools & Automation
None of it is hard to fix. It is just that nobody has a list of what is broken, and renaming a hundred files by hand is a good way to break a hundred references.
Asset Naming Manager gives you that list, then fixes it.
It scans your project and tells you exactly which file breaks which rule, and what the name should be. You tick the rows you trust, preview every change before it happens, and apply. Renames and moves go through Unity's asset database, so GUIDs survive — every prefab, scene, and script keeps pointing at the right thing.
Changed your mind? Every batch is written to a journal. One click in the History tab puts all of it back, which normal Unity undo cannot do for file renames.
Your convention lives in a ScriptableObject you commit to version control. It stops being something one person remembers and becomes something the project enforces — the same rules for everyone who pulls.
Start small. Run a scan, look at the count. If it says 400, narrow the rules to the folders where new work happens and tighten later. A report with 400 red rows gets the tool switched off by Friday. A report with 12 rows gets fixed.
Editor-only, with full C# source. No dependencies, no DLLs, no account, no network calls, and nothing added to your build.