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: $4.99. The latest store price is $4.99, matching the lowest recorded price shown here.
View 3 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $4.99 | Latest store price | |
| $4.99 | Unity Permanent Decrease 2026-09-03 2026-09-10 | |
| $9.99 | Unity First Price 2026-08-18 2026-08-18 |
Sale and bundle history
The 2 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Project Doctor
- Tools, Systems & Learning > Development Tools & Automation
Every Unity project accumulates the same kinds of rot over time: missing references nobody noticed, duplicate textures nobody deduplicated, prefabs nobody deleted, import settings nobody double-checked. Individually these are minor. Across a few thousand assets, they add up to bloated builds, avoidable hitches, and bugs that only show up in production.
Project Doctor runs 20 targeted checks across your project and reports every issue it finds with a severity rating (Critical / Warning / Info), a plain-English explanation of why it matters, and — where it's safe to do automatically — a one-click Fix button. Nothing gets touched unless you tell it to.
Scan the way you actually ship. By default, Project Doctor scans only what's reachable from your Build Settings scenes plus your Resources folders — the assets that actually end up in your build. Switch to Entire Project mode any time you want a full audit, including unused packages and old prototypes. Scoping to build-included assets keeps scans fast even on large, long-running projects.
Built for triage, not just discovery. Results are filtered by severity first — Critical, Warning, Info — because that's how you actually decide what to fix today versus what can wait. Filter further by category if you want to drill into one specific type of problem.
Safe by design. Project Doctor never mutates your project on its own. Auto-fixable issues (bad texture import settings, missing mipmaps, wrong compression, and similar) are applied only when you click Fix, or Fix All Safe Issues for a batch pass — and even then, only importer-level and component-level changes that don't delete or restructure anything. Read-only checks (unused prefabs, duplicate textures, unreferenced scripts, and others) give you a Select button so you can review and act with full context in the Unity Editor, not blind auto-deletion.
What it checks
- Missing References
- Duplicate Textures
- Unused Prefabs
- Resources Folder Assets
- Scripts Never Referenced
- Canvas Rebuild Issues
- Huge Fonts
- Huge Sprites
- Read/Write Enabled (textures)
- MipMaps Waste
- Sprite Import Settings
- Audio Compression Settings
- Animation Curves (oversized)
- Particle Count (too high)
- Empty Lifecycle Methods (Update/FixedUpdate with no body)
- Raycast Target Waste (UI Graphics)
- Audio Listener Issues (duplicates/missing)
- Editor Code Leaking Into Builds
- Unused Materials
- Always Included Shaders Bloat
Key Features (bullet list for the feature section)
- One-click full project scan across 20 checks covering references, assets, textures, audio, UI, animation, particles, and code hygiene
- Every issue includes a plain-English explanation and a severity rating — not just a filename
- Build Included Assets scope by default (fast — scans only what's reachable from your build), with an Entire Project option for full audits
- Severity-first filtering (Critical / Warning / Info) with an optional category refinement
- One-click Fix for safe, non-destructive issues; Fix All Safe Issues for batch cleanup
- Select-in-Editor for issues that need your judgment rather than an automatic fix
- Editor-skin-adaptive UI (matches your light or dark Unity theme automatically)
- Runs entirely inside the Unity Editor — no external services, no network calls, no telemetry
- Nothing is modified unless you explicitly click Fix