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: $19.98. The latest store price is $39.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $39.99 | Latest store price | |
| $19.98 | Unity New Release Discount 2026-10-07 2026-10-21 | |
| $19.98 | Unity New Release Discount 2026-10-07 2026-10-21 | |
| $39.99 | Unity First Price 2026-10-07 2026-10-07 |
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 UI Toolkit Companion
- Tools, Systems & Learning > Development Tools & Automation
- Art & Visuals > UI & GUI
UI Toolkit Companion puts the debugger inside your game. Press F8 in any build that carries it: the element tree, every resolved style property, the four boxes of the layout model drawn over the element, and a picker that finds what is actually under your finger.
Then it fills in the rest of what UI Toolkit does not give you.
THE DEBUGGER, WHEREVER YOUR GAME RUNS
Element tree of every live panel, filtered by name, type or class. Pick by tapping the screen. Every resolved property, updating while the game runs. Margin, border, padding and content drawn over the selection. Live edits: hide, make invisible, outline, clear inline styles. Opens on F8 or four fingers, under either input backend, and is compiled out of release builds unless you tick it in.
TYPED VIEWS FROM YOUR UXML
A partial class beside each watched .uxml, with a field per named element, a Bind and a Validate that names whatever went missing. A file you can read and step into — not a source generator that takes every generated symbol in the project down with it when it breaks.
BINDINGS WITHOUT REFLECTION
Observables, observable lists that say which row changed, and commands that carry their own can-run. One Binder holds every subscription and releases them all at once. No property paths, no reflection: it survives managed stripping under IL2CPP, and a renamed member is a compile error rather than a binding that quietly stops working.
WHAT USS DOES NOT HAVE
Box shadow from a single nine-sliced texture — one draw call at any size, and exact rather than banded. Draw order that sorts the drawing without touching the tree. Aspect ratio, text that shrinks to fit, and alignment to whole pixels for pixel art.
CONTROLS UI TOOLKIT LACKS
Accordion, a tooltip that works in a build (VisualElement.tooltip is drawn by the editor and shows nothing in a player), toasts that clear themselves, and a modal stack whose scrim stops a click reaching the screen behind it.
GAMEPAD AND KEYBOARD FOCUS
Directional focus decided by geometry, wired by hand where the geometry reads it wrong, and held inside a region so the stick cannot walk out of a dialog onto the screen it is covering.
WHAT YOU GET
Full C# source. No DLL, no third-party code, no additional package required. 187 tests, run against Unity 6000.4. A sample: a ship loadout screen built with the package, carrying two planted layout faults for the debugger to find in a minute. Works with every render pipeline. IL2CPP and managed stripping are safe.
NOT IN 1.0
A USS preprocessor, UI Builder integration and a uGUI converter are planned for 1.1. Each is a large piece of work and a half-finished one would be worse than none. Said here rather than left to be discovered.