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 $14.99, matching the lowest recorded price shown here.
View 3 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $14.99 | Latest store price | |
| $14.99 | Unity Permanent Decrease 2026-09-05 2026-09-12 | |
| $24.99 | Unity First Price 2026-06-20 2026-06-27 |
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 Runtime Atlas
- Tools, Systems & Learning > Development Tools & Automation
Understanding what's actually happening in a Unity scene during Play mode usually means writing a temporary debug script, dropping a MonoBehaviour into the scene just to log values, or switching between the Profiler, the Console, and the Inspector to piece the picture together — then removing all of it before it ships.
HOW RUNTIME ATLAS HELPS
Runtime Atlas is a single dockable EditorWindow with 18 tabs covering diagnostics, performance, and code quality. Import the package, open the window, and it works against whatever is already in your scene — no MonoBehaviour to add, no persistent scene object, no code change required in your project.
KEY CAPABILITIES
See exactly what every camera and audio source in your scene is doing while Play mode runs — per-camera FOV, clip planes, and frustum state; per-source clip, volume, pitch, and a level history waveform — with live-editable values and alerts for clipping or silent loops.
Follow how cameras and audio sources relate to each other in a node graph, and scrub back through a circular frame-buffer recording of FPS, alert count, and camera/audio state to see exactly when something changed.
Feed your own project-specific conditions into one alert log through the IAlertSource interface, so custom warnings sit next to Runtime Atlas's own — duplicate alerts for the same condition merge into a single entry with an occurrence count instead of flooding the log.
Track frame time, FPS, and GC allocations against a history graph, and check the physics layer collision matrix alongside active Rigidbody state, in the same window.
Inspect live material properties grouped by renderer, in both Edit and Play mode, without clicking through each object's Inspector individually.
Run a static scan across your project's .cs files for hot-path allocations, unthrottled FindObjects calls, missing null guards, and LINQ inside Update, then jump from a flagged line straight to a syntax-highlighted, IDE-linked view of the source.
Mirror the Console with severity filtering inside the same window, and export a full session — timeline, alerts, and scanner results — as HTML, JSON, Markdown, CSV, or DOCX.
WORKFLOW
Open Runtime Atlas alongside your normal Play mode testing. Camera, Audio, Physics, and Material tabs update live as you play; Alerts and the Performance Profiler run continuously in the background even while you're looking at a different tab, so nothing is missed between checks. Run the Script Scanner during development to catch costly patterns before they reach a build, then use Optimizer to work through the results in priority order. When a session is worth keeping — a bug report, a before/after performance comparison, a QA handoff — generate a report and export it in whichever format the recipient needs.