Current sales News My Tracked Assets Login
PerfLint - Optimization for AI Agents preview
Unity

PerfLint - Optimization for AI Agents

By PerfLint

FREE

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.

Recorded prices for PerfLint - Optimization for AI Agents 2 price observations from Aug 14, 2026 to Nov 1, 2026. Lowest recorded price FREE. Exact dates and prices are listed below. $0.00 $0.50 $1.00 Aug 14, 2026: FREE. Unity First Price 2026-08-14 2026-08-14 Nov 1, 2026: FREE. Latest store price Aug 14, 2026 Nov 1, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
FREELatest store price
FREEUnity First Price 2026-08-14 2026-08-14

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 PerfLint - Optimization for AI Agents

  • Tools, Systems & Learning > Development Tools & Automation
Your build is 1.3 GB and you cannot say which assets put it there. The Profiler shows a garbage spike every frame but not the line that allocates it. You moved to Unity 6, everything compiles, and something on screen is quietly wrong. None of that is carelessness. It is that the tools which should surface these things do not. Turn off static batching and a project can drop from 2.1 GB to 1.5 GB — yet Unity's build report groups by asset category, and the meshes static batching generates at build time are not user assets, so no category shows the loss. A texture you set to ASTC can silently fall back to something else at import, with no error anywhere. A custom render pass that stopped executing under Render Graph still compiles perfectly. PerfLint scans your whole project locally and turns it into a prioritized list. Every finding names the exact file and line, what it is costing you in memory or build size, and what to do about it. The safe ones apply in one click. One-click scan across Performance, Assets, Migration, and Project Settings runs entirely on your machine, in seconds. Mobile-focused checks include textures whose compression silently fell back, Multithreaded Rendering, stereo clips that could ship as mono, and oversized fonts, each with a one-click fix where it's safe. Shareable, self-contained HTML report. The full scan, every finding, and the health report are free forever and run entirely on your machine. Scanning is 100% local, and your code and art assets are never uploaded. AI features are optional and opt-in, sending only the snippet you choose.

Unity price last checked .

Prices and availability may change.