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Runtime Atlas
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A Unity Editor extension for runtime diagnostics and performance monitoring: camera, audio, physics, and material inspection, script analysis, and session reporting, in one dockable window.
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About this asset
THE PROBLEM
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.
TECHNICAL REQUIREMENTS
Requires Unity 2021.3 LTS or later. Works with the Built-in, Universal (URP), and High Definition (HDRP) render pipelines — pipeline-specific features, such as Post-Processing Volume inspection on the Camera tab, activate automatically when the relevant render pipeline package is present and are simply omitted when it isn't. Supports the Legacy Input Manager and the New Input System, detected automatically with no hard dependency on either. Editor-only: diagnostic and inspection logic runs entirely inside the Unity Editor and is not compiled into a player build. No third-party packages required.
SUPPORT
Email: [email protected]
More tools for your Unity workflow:
Free Addition
From the publisher's Asset Store listing.
Technical details
Key Features
Provides live inspection of cameras, audio sources, physics rigidbodies, and materials during Play mode
Supports a node-graph view of camera/audio relationships alongside a scrubbable, circular frame-buffer timeline recorder
Enables custom runtime conditions to feed a single Alerts log through the IAlertSource interface
Provides frame time, FPS, and GC allocation history through a built-in Performance Profiler
Supports Built-in, URP, and HDRP render pipelines, detected automatically with no hard dependency
Supports both the Legacy Input Manager and the New Input System
Provides static analysis of project scripts for hot-path allocations, unthrottled FindObjects calls, missing null guards, and LINQ-in-Update patterns
Enables one-click navigation from a scanner or console result to the exact line in a built-in, IDE-linked script viewer
Provides session report export in HTML, JSON, Markdown, CSV, or DOCX
Runs entirely in the Unity Editor, with no code compiled into a player build beyond two small shared data types
Persists settings as a project-scoped ScriptableObject asset, so team defaults can be version-controlled
ARCHITECTURE
RuntimeAtlas.Editor.AtlasWindow is the single entry point: a dockable EditorWindow that owns and orchestrates every tab as its own independent module (CameraInspectorNode, AudioInspectorNode, PhysicsInspector, MaterialInspector, ScriptScanner,RAReportGenerator, and so on — one module per tab). Each module is constructed through a TryInit<T> helper that catches and logs a construction failure without taking down the rest of the window, so one module failing to initialize disables only that tab rather than the whole extension. Modules are polled once per Editor tick while the target project is in Play mode; tab content is drawn separately, only for the active tab, so a tab you're not looking at still contributes to the Timeline recorder and Alerts log without the cost of rendering its UI. Settings are owned by RASettings and its Project Settings provider, persisted as a project-scoped ScriptableObject .asset file rather than per-user preferences, so team defaults can be committed to version control.
ASSEMBLIES
RuntimeAtlas.Core (Runtime, all platforms) holds two small shared data types — an alert struct and a severity enum — with no active logic; this is the only part of the package compiled into a player build. RuntimeAtlas.Editor (Editor only) contains every diagnostic, inspection, and reporting system in the package and never compiles into a build.
EXTENSIBILITY
IAlertSource is the one documented public extension point. Implement it in an Editor script and AlertSystem calls it on each evaluation pass, feeding your own project-specific runtime conditions into the same Alerts tab Runtime Atlas's built-in sources use — no separate custom debug console required. This is the only supported integration surface; internal systems such as the Profiler, Timeline, Console Mirror, and Report generation are not exposed as a public API.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.10f1 | Compatible | Compatible | Compatible |
Render Pipelines: Built-in, URP, HDRP (auto-detected, no hard dependency; pipeline-specific features degrade gracefully if absent).
Input: Legacy Input Manager and New Input System, both supported.
Build Impact: Editor-only, no player build overhead.
Scripting: Mono and IL2CPP compatible.
Platforms: Windows, macOS, Linux Editor.
As listed on the Asset Store.