Universal Data Browser (UDB) is a zero-setup runtime memory explorer, deep scanner, and visualizer built specifically to handle complex architectures.
Whether you want to quickly tweak a private field, modify deeply nested data inside a massive struct array, or track down a memory leak, UDB allows you to inspect, trace, and manipulate deeply nested data at runtime.
No [Attributes], no custom inspectors, no project modifications. Just drag, drop, and dissect your game's memory.
⚙️ HOW IT WORKS: 🚀 Fast, Cached & Persistent 🚀
One of the biggest frustrations with standard inspectors is losing your place when navigating deeply nested arrays, especially after entering Play Mode or recompiling.
To solve this, UDB formats nested memory paths into string-based protocols.
To bypass the usual performance overhead of Reflection, UDB dynamically compiles these paths into heavily cached Delegate Fetcher Chains. This guarantees lightning-fast data retrieval.
More importantly, because the path is driven by a string protocol, the connection becomes persistent and saveable.
You can bookmark any buried variable. UDB's self-healing engine will automatically rebuild the delegate tree and reconnect to your data even after Play Mode toggles or Assembly Reloads.
🛠️ CORE MODULES & WORKFLOWS
🧠 Unrestricted Browser & Editor
Seamlessly browse and edit private fields, internal properties, global static classes and complex collections across your entire runtime memory.
UDB offers powerful editing capabilities. You can easily modify values buried inside deeply nested paths (e.g. List<Dictionary<string, Queue<MyStruct>>>) at specific indices or inspect entire static managers without needing a live instance in the scene.
(Note: Editing Unmanaged Collections is currently unsupported, support is planned).
📌 Pinned Watchlist & Continuous Analytics
Independent from your main browser, you can "Pin" any variable to a persistent Watchlist.
✨ Custom Data Display & Stylizer (Dynamic Dashboards)
Build contextual dashboards instantly. Smartly append external values to any field as metadata.
🔍 Scene-Wide Deep Scanner
A lifesaver for both casual finding and deep forensics. Scan millions of objects in seconds.
🪐 Node-Based Scene Visualizer
Stop cluttering your production scripts with OnDrawGizmos. Route any array of Vector3s, Transforms, or mathematical method returns into a simple node pipeline.
It draws customizable spheres, lines, and radars in the Scene View using only the raw memory stream.
👁️ Live Deep Observer
Throw an entire object or collection into the Observer, set a depth limit, and watch it work.
It continuously scans that specific branch and automatically logs detailed diffs whenever any nested variable changes its state.
🔗 Search & Bind Pipeline
Create node-based search rules to filter data, or create "Bind Shortcuts" to instantly pull a deeply buried variable right to your screen with one click.
🖼️ Visual Asset Gallery & Find Refs
Instantly lists every Material, Sprite, Mesh, Scriptable Object, Prefab or any asset reference used by a GameObject and its children.
Click "Find Refs" to see exactly which components in the scene are referencing that specific asset.
🕵️ Static Code Analyzer (Code Detective)
Right-click any variable, and UDB statically analyzes your codebase within Unity.
It finds every line of code where your target variable is assigned (=), incremented (++), or called, helping you trace mutations without switching to your IDE.
⚡ Advanced Method Invoker & Event Tracker
Execute any method directly from the UI without writing test scripts.
UDB’s advanced invoker supports passing complex arguments; you can initialize, populate, and pass nested Structs, Classes, or Collections on the fly.
It even captures the returned objects, allowing you to deeply inspect the method's output.
Furthermore, UDB tracks and exposes active listeners for Delegates/Events instantly.
🎥 Virtual Vector Follow Camera
Track data, not just GameObjects. Attach your Scene Camera to track dynamic Vector3 properties directly in memory. Watch AI pathfinding destinations or physics velocity vectors move in real-time, independently of physical objects.
💡 RICH METADATA & PROFILING
UDB provides massive amounts of context without you having to dig for it:
🛡️ FOCUS ON STABILITY & SAFETY
Reflection tools can be heavy, so I spent a lot of time ensuring UDB doesn't disrupt your workflow.
🔮 ROADMAP & EARLY ADOPTER PRICING
UDB is currently in its Phase 1 rollout. By purchasing now, you secure lifetime access to all future modules. As the tool expands, the price will gradually increase to its final release price.
The core architecture for these phases is already live. These aren't built from scratch; they are direct expansions of UDB's robust existing engines.
Phase 2 - Dynamic Dashboards & Relational Binding (Coming Next):
Built directly upon UDB's currently active Metadata Appender and Pinning engines.
Transform any inspected object into a centralized command center. Bind external variables from across your project into a single panel using Relative Pathing and Index-Aware tracking. View and edit related data points side-by-side, perfectly aligned by their collection indices.
Phase 3 - UQL, The Conductor & Modding Engine:
• Universal Query Language (UQL): A simple, lightweight text-based scripting language. Under the hood, it dynamically compiles into memory layout offsets. By utilizing pure pointer math, it creates a Zero-GC architecture that guarantees ultra-fast execution, 100% IL2CPP compatibility, and total GC-compaction immunity.
• The Conductor: The ultimate automation hub. Use it to manage script hooks, orchestrate UQL scenarios, and observe runtime behaviors. You can set up and run continuous background processes to automatically monitor states, catch frame-perfect bugs, and streamline your QA testing.
• Standalone Modding: Bring UDB's high-performance layout architecture into compiled game builds. By exposing pre-determined hook points, developers can execute UQL text files at runtime to simulate custom method execution and inject modded content without dealing complex dependencies.
(Note: Engine expansions such as GPU-Side Data Exposure and Native Collection Editing will be released steadily alongside these major phases).
Thank you for supporting development. Lock in the current price today and let's improve our debugging workflows together.