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Quick Screen Fit Pro preview

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 Quick Screen Fit Pro 4 price observations from Aug 18, 2026 to Oct 31, 2026. Lowest recorded price FREE. Exact dates and prices are listed below. $0.00 $9.99 $19.98 Aug 18, 2026: $19.98. Unity First Price 2026-08-18 2026-08-18 Sep 5, 2026: $9.99. Unity Permanent Decrease 2026-09-05 2026-09-12 Sep 25, 2026: FREE. Unity Free Asset 2026-09-25 2026-10-02 Oct 31, 2026: FREE. Latest store price Aug 18, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
FREELatest store price
FREEUnity Free Asset 2026-09-25 2026-10-02
$9.99Unity Permanent Decrease 2026-09-05 2026-09-12
$19.98Unity First Price 2026-08-18 2026-08-18

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 Quick Screen Fit Pro

  • Tools, Systems & Learning > Development Tools & Automation
Your HUD sits under the Dynamic Island on one phone, runs 267 px off the edge on another, and has a button 8 mm wide on a third — and none of that shows in the Game view at your reference resolution. Quick Screen Fit Pro lays your canvas out on every device shape using Unity's own CanvasScaler and layout system, tells you exactly what breaks, in pixels and millimetres, and then fixes the one class of problem a report alone cannot: press Fix, and a Safe Area Fitter keeps that panel clear of notches, islands and home indicators — measured again on every device before you ever press Play.

Nothing in your scene is changed by measuring. The canvas is put back exactly as it was, and analysing a layout never counts as editing it.

WHAT IT CATCHES THAT EYES DO NOT

• An element fully on screen can still sit under the Dynamic Island

• A button that looks comfortable at your reference resolution can be 8.1 mm across on an iPhone SE

• Two buttons can start overlapping on one aspect ratio out of fifteen

• A banner that fits your 1080x1920 mockup can run 267 px off the left edge on a tall phone

FOUR CHECKS, EACH WITH THE MEASUREMENT THAT PROVES IT

• Off screen — pixels past each edge

• Reserved area — pixels under a notch, Dynamic Island or home indicator

• Tap target — millimetres, from that device's real pixel density

• Overlap — pixels squared, and only between things a player can actually press, so backgrounds behind buttons do not bury the findings that matter

MEASURE IT, THEN FIX IT

• Every reserved-area finding has a Fix button; one more button fixes them all and measures again

• The fix is a Safe Area Fitter — one small runtime component that drives a panel's anchors from Screen.safeArea, per edge, with no allocation after start and no dependency on uGUI

• The report simulates every fitter with each device's own insets while it measures, so the count you read is the count the device produces, not what the Game view happens to show

• Undo works. The fitter goes on the element's top-level panel, so one component moves the whole group

• Tools > Quick Screen Fit Pro > Self Check proves it with the same probe: a bar anchored to the top edge sits under the reserved band on 11 of the 15 built-in screens; with one fitter, 0 of 15 — every screen clean

EVERY SCREEN, ONE PICTURE

Each device is drawn by the same camera that measured it, so the picture and the numbers can never describe different layouts. Devices are scaled to a common height, labelled with name, resolution and verdict, offending elements outlined, reserved bands tinted. Export the sheet, or every screen as separate PNGs.

UNITY'S OWN DEVICE LIST

With the free Device Simulator Devices package installed, one button imports the same definitions the Simulator view uses — 82 devices, 164 entries counting landscape, with resolutions, densities and safe areas maintained by Unity rather than typed out by hand. Fifteen built-in profiles cover projects without it. Either list is editable and can be saved as a Device Library asset.

THE SAMPLE SCENE

The same HUD laid out twice. Pinned to corners in reference pixels it scores 3 of 15 screens clean with 50 findings. Stretched, clear of the reserved bands, tap targets sized for a thumb, it scores 15 of 15 clean with none. Every difference between them is a specific, named fix.

MEASURED, NOT ASSUMED

Every number is read back from the placed rectangles, never copied from your settings, which is why the report can disagree with what you intended. The scale factor agrees with a live CanvasScaler to five decimal places; overflow agrees with hand-computed values to within half a pixel.

CLEAN AND SAFE

• The measuring tool is editor-only and nothing of it ships. The one runtime script, Safe Area Fitter, ships only if you put it on a panel — a single MonoBehaviour, no allocation after start

• Namespaced code (Krykftn.QuickScreenFitPro) — no global scope pollution

• Without uGUI installed the tool switches itself off quietly instead of filling your console, and a one-click Setup window installs it

REQUIREMENTS

• Unity 2022.3 LTS or newer

• Unity's UI package (com.unity.ugui) — free

• Works with Built-in, URP and HDRP — it is an editor tool, independent of the render pipeline

HONEST LIMITS

9 mm is deliberately stricter than the platform minimums (Apple's 44 pt is about 6.9 mm, Android's 48 dp about 7.6 mm), so expect it to flag more than you must fix. Elements are measured by their RectTransform, so a button whose art has generous padding measures as the whole rect. Layouts moved at runtime by scripts other than this package's Safe Area Fitter are measured as they sit in the scene, not as they will end up; the fitter is simulated per device precisely so that this limit does not apply to it.

PAIRS WELL WITH

• Quick List View Pro — a scrolling list for uGUI that creates row objects only for the rows on screen, so a shop, an inventory or a leaderboard can be any length

• Figma to UI Importer for Unity — brings Figma screens into the scene as uGUI in one click, with Figma constraints turned into anchors, ready to measure here (Unity 6.3 or newer)

• Quick Palette Pro — named colour roles you swap in one call, the real WCAG contrast between every pair of colours, and the palette as a colour-blind player sees it

• Also free: Quick Debug Console — an in-game console that exists only on the devices you whitelist

Unity price last checked .

Prices and availability may change.