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Package details

Latest version
3.2.1
Last updated
First released
Unity version
6000.3.20 or later
Package size
301 KB
Files
36
Favorites
2
Views in the past week
4

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$5.00 on

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LivePin

by KimJinWoo (opens in new tab)

2 ratings, too few to average

  • Price drop

LivePin — Save Any Play Mode Change. Pin component values, Hold GameObjects for auto-capture, and Revert anytime. Pure Editor tool with zero runtime overhead.

Discount -67% Previous price $15.00 Price $5.00

Lowest recorded price

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Price history

Last 6 months

USD
Price history for LivePin, 6 months Current $5.00; lowest $5.00; highest $15.00 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov Version 2.1.1 released 14 May 2026 v2.1.1 Version 3.1.1 released 20 Jul 2026 v3.1.1 Version 3.2.1 released 20 Jul 2026

Asset preview

1 / 5

LivePin screenshot 1

LivePin screenshot 1

About this asset

Stop losing your Play Mode changes.

Every Unity developer knows the frustration: you spend minutes tweaking values in Play Mode, only to watch them vanish the moment you press Stop. LivePin solves this by letting you save and restore any component state across Play Mode transitions — with a single click.

How It Works

Select any GameObject in the Inspector and you'll see the LivePin panel with three buttons

  • Pin — Instantly captures all component values on the selected GameObject. When you exit Play Mode, pinned data is automatically written back to the scene.
  • Hold — Marks a GameObject for automatic capture every time you enter Play Mode. Perfect for objects you're constantly iterating on.
  • Revert — Restores components to their pre-Play-Mode state. Choose individual components or revert everything at once through a searchable popup.

Built for Real-World Workflows

LivePin handles the scenarios that simple "copy component" tricks cannot:

  • Multi-Scene editing — Pin objects across additively loaded scenes, including scenes loaded at runtime.
  • Prefab instances — Changes are applied back to prefab assets or overrides as appropriate.
  • Runtime-created objects — GameObjects instantiated during Play Mode can be persisted into the scene permanently.
  • Component additions and deletions — Added or removed components during Play Mode are tracked and applied on exit.
  • GameObject renaming — Name changes made in Play Mode are preserved.

From the publisher's Asset Store listing.

Technical details

Core Features

  • Pin: One-click save of all component values on a GameObject during Play Mode
  • Hold: Auto-capture mode that saves state every time you enter Play Mode
  • Revert: Restore individual components or entire GameObjects to their original state via searchable popup

Multi-Scene Support

  • Full multi-scene support including additively loaded scenes
  • Handles scenes loaded dynamically at runtime

Runtime Object Persistence

  • Persist GameObjects created via Instantiate() during Play Mode into the scene
  • Track and apply component additions and deletions
  • Preserve runtime GameObject name changes

Supported Property Types

  • All primitives (int, float, bool, string, enum, etc.)
  • Unity structs (Vector2/3/4, Quaternion, Color, Bounds, Rect, AnimationCurve, Gradient)
  • Object references (GameObjects, Components, ScriptableObjects, Assets)

Editor UI

  • Compact Inspector panel with Pin / Hold / Revert buttons and real-time status
  • Hierarchy window icons showing pinned and held objects at a glance
  • Shared asset warning banner for ScriptableObjects referenced across scenes

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.3.20f1 Compatible Compatible Compatible Compatible

This package is an editor utility with no render pipeline specific features. Built-in, URP, HDRP, and custom SRP projects are supported equally.

As listed on the Asset Store.