Balance your game while it runs - in the editor and inside your built game. Press F12 and every ScriptableObject in your project is live: search it by name or by field, change a value, watch the game react, and save it. No restart, no recompile.
Tune inside a build, even data nothing has loaded. In a standalone player, a ScriptableObject that no loaded scene references is not in memory at all, so a runtime inspector cannot find it. LiveData adds every ScriptableObject to the build, so you and your testers can tune any of them in the executable. Changes save as JSON and import straight back into your assets, with references to prefabs and other assets kept intact.
Balance the whole roster at once. The Balance Board shows every asset of a type as one table: sort, filter (damage > 20) and edit cells in place, in the running game or in an editor window that also works outside Play Mode.
Playtests that come back as data. A tester records a Playtest Session in the build: every value they changed and every note they wrote, each with a screenshot, in one file. You open it in the editor and Review & Merge it field by field - the build's value, yours and theirs side by side, conflicts marked, several testers at once, one Undo.
Remote Link. Tune a development build running on another device straight from the editor: browse its assets, change values, run actions, watch values and pull the tester's session.
Everyday tuning, done properly. Type +10% or *1.5 into any number. Changed fields are marked and can be reverted one by one, a History tab undoes any single change, and Compare puts two assets side by side. Pin values to watch them live, graph them over time (including [LiveDataWatch] on your own code), and save named balance Profiles for A/B tests.
A debug menu in one attribute. Put [LiveDataButton] on a method and it becomes a button in the overlay, parameters included - give credits, skip a wave, reset a level.
Safe to hand to testers. The overlay and the build catalog are on in Development Builds only by default. Add a PIN, limit what testers see with the Tester Layout, or switch everything off with LIVEDATA_DISABLE.
What it isn't. It edits ScriptableObjects, not scene objects, GameObjects or transforms. If you need a general runtime inspector or a cheat menu that teleports the player, there are good tools for that and this is not one of them.
Setup and requirements. Add the overlay from the GameObject menu or the setup Hub, enter Play Mode and press F12 - nothing to register, no attributes required. 6000.0 or newer; Built-in, URP and HDRP; both input systems. Includes a complete tower defense demo (URP, optional import) with a planted balance bug to find, and an illustrated PDF manual.