Real-time Unity Editor diagnostic toolkit. Cameras, audio, physics, performance, and script quality — 18 panels, one dockable window. Zero player build overhead.Render Pipelines: Built-in, URP, HDRP (no render passes injected)Input: Legacy Input Manager and new Input System supported (demo via conditional compilation)Build impact: None — editor-only assembly, zero player build overheadScripting backends: Mono and IL2CPP compatibleEditor platforms: Windows, macOS, LinuxRuntime Atlas is a production-grade Unity Editor extension that consolidates runtime diagnostics into a single, persistent inspection workspace. It is built for developers who need accurate, live data about their scene systems during Play Mode — without switching between multiple Unity windows, adding debug MonoBehaviours to scenes, or building custom editor tooling from scratch.The tool attaches to the Unity Editor lifecycle without modifying any project assemblies. In player builds, Runtime Atlas contributes zero code and zero overhead.Inspection SystemsThe Camera tab provides live snapshots of all Camera components — field of view, clipping planes, culling masks, clear flags, render texture assignment, and depth — with live property editing. Post-processing volume inspection is available for projects using URP or HDRP.The Audio tab monitors all AudioSource components and tracks AudioListener count. It reports playing state, volume, pitch, spatial blend, loop settings, and a live level meter per source. Playback controls (Play, Pause, Stop) operate directly on the live component during Play Mode.The Physics tab lists all Rigidbody components with velocity, speed, mass, collision detection mode, and physics layer. A Colliders sub-tab lists all Collider components with type, trigger state, physics material, and world-space bounds. A Layer Matrix sub-tab renders the full 32×32 physics layer collision grid, colour-coded for collision and ignore states.The Animator tab monitors Animator components, displaying current state, normalized playback time, and all parameters. Float, Int, Bool, and Trigger parameters can be read and written live from the panel.The Materials tab lists all Renderer components with their assigned materials and shader names. An expandable detail panel shows all material properties — floats, colours, textures, and vectors — per material.Diagnostic SystemsThe Alert System aggregates diagnostic alerts across sessions. Alerts are generated by the Camera and Audio nodes (multiple listeners, missing clips, camera depth conflicts) and are displayed in the Alerts tab with severity classification — Info, Warning, and Critical. Alerts are grouped by message, filterable by severity, and individually dismissible. The IAlertSource interface allows custom alert sources to be registered from project code.The Script Scanner performs static pattern analysis on C# source files without requiring Play Mode or compilation. It detects common patterns — uncached GetComponent calls, FindObjectsOfType in Update loops, hot-path allocations, Camera.main access, SendMessage usage, Resources.Load calls, and others. Results show file path, line number, issue description, category, and severity. The Optimizer tab translates scanner results into structured fix recommendations with before/after examples.Performance and RecordingThe Profiler tab records per-frame metrics during Play Mode: frame time in milliseconds, FPS, GC heap size, GC allocation per frame, draw calls, triangle count, and vertex count. Data is displayed as a live scrolling graph and a sample list. Configurable thresholds tint rows that exceed warning or critical frame time limits.The Timeline tab maintains a circular frame buffer (default 300 frames, configurable). Each recorded frame stores FPS, frame time, GC heap, and active camera, audio, and alert counts. A scrubber and playback controls allow reviewing what the scene looked like at any recorded point without replaying the scene.ReportingThe Report tab assembles a session report from current Runtime Atlas data — project metadata, performance samples, camera and audio snapshots, alerts, and scanner results — and exports it to JSON, HTML, Markdown, CSV, DOCX, XML, or YAML. The HTML format is self-contained and browser-ready. The DOCX format uses System.IO.Compression for Open XML construction and does not require Microsoft Word to be installed.Additional PanelsThe Console tab captures Unity log messages prefixed with [RA], [RuntimeAtlas], or [Runtime Atlas] into a persistent, filterable ring buffer. The Inspector tab provides a supplementary component inspector with history navigation and object pinning. The Scene tab lists all GameObjects with component counts and a search filter. The Mixer tab displays exposed Audio Mixer parameters with live editing. The Graph tab shows the Runtime Atlas internal module diagram as an interactive node canvas.ArchitectureAll data collection runs on EditorApplication.update at up to 60 Hz, decoupled from UI repaints. Repaint interval is configurable (default 100 ms). Scene queries (FindObjectsByType) in UI paths are throttled to at most once per second and stored in pre-allocated lists. All GUIStyle and Texture2D objects are lazily initialized into static fields and explicitly destroyed on domain reload via AssemblyReloadEvents and [DidReloadScripts]. There are no per-frame heap allocations in hot paths.Runtime Atlas is editor-only. The RuntimeAtlas.Editor assembly is excluded from player builds by assembly definition. The RuntimeAtlas.Core assembly, which contains only plain data types (AlertEntry, AlertSeverity), ships in player builds but contributes no behaviour.DocumentationFull documentation is available at the official documentation repository. The About tab provides direct links to installation, quick start, troubleshooting, API reference, and support. All in-tool links route through a centralized RuntimeAtlasDocs class — no hardcoded URLs in panel code.KEY FEATURESInspectionLive Camera inspection with FOV, clipping planes, culling mask, depth, render texture, and post-processing volumes (URP/HDRP)AudioSource monitoring including playback state, volume, pitch, spatial blend, and level meterRigidbody and Collider inspection with physics properties and boundsPhysics layer collision matrix (32x32)Animator monitoring with state information and parameter editingMaterial and shader inspection with detailed property viewDiagnosticsAlert System with Info, Warning, and Critical severity levelsAlert grouping, filtering, and dismissalCustom alert integration via IAlertSourceStatic C# script scanner for performance issue detectionOptimizer suggestions with structured fix guidancePerformanceReal-time profiler with FPS, frame time, GC usage, draw calls, and geometry statisticsConfigurable performance thresholds and warningsTimeline recorder with frame-by-frame playbackReportingExport reports in JSON, HTML, Markdown, CSV, DOCX, XML, and YAML formatsReports include performance data, alerts, and scan resultsOther ToolsComponent inspector with history navigation and pin supportScene object explorer with searchAudio Mixer parameter control with live editingLog capture console with filteringInteractive system graph viewIntegrated documentation with context-aware linksEditor QualityZero runtime overhead in player buildsNo per-frame allocations in hot pathsScene queries optimized and throttledProper resource lifecycle managementConfigurable UI refresh intervalTested on Unity 2021.3 LTS through Unity 6.xSUPPORT AND DOCUMENTATIONDocumentationFull documentation for Runtime Atlas v1.2.0 is available at the official documentation repository. It covers installation, quick start, a full reference for all 18 tabs, 4 usage guides, complete API documentation for all public types, troubleshooting, and the version changelog.Documentation is accessible directly from within the tool via the About tab.Community SupportPrimary support is provided via the Tools Studio Discord server. Post in the runtime-atlas channel. Include your Unity version, Runtime Atlas version, OS, and Console output when reporting issues.Purchase SupportFor purchase, refund, or licensing issues, use the support channel of the platform you purchased from.Version InformationThe version is shown in the About tab and Project Settings. If an older version appears after import, remove previous files and re-import the package.LinksDOCUMENTATIONDISCORDSUPPORTArchitectureRuntime Atlas is structured as a single EditorWindow host (AtlasWindow) that owns 18 module instances. Modules are plain C# classes — no MonoBehaviour, no ScriptableObject on the hot path. Modules are instantiated in OnEnable and destroyed in OnDisable.AssembliesRuntime Atlas is split into multiple assemblies to ensure correct editor/runtime separation:RuntimeAtlas.CoreNamespace: RuntimeAtlasIncluded in player builds (data-only types)RuntimeAtlas.Core.DemoNamespace: RuntimeAtlasIncluded in player builds (demo-only content)RuntimeAtlas.EditorNamespace: RuntimeAtlas.EditorEditor-only assembly (excluded from player builds)RuntimeAtlas.Editor.DemoNamespace: RuntimeAtlas.EditorEditor-only demo assemblyRuntimeAtlas.TestsNamespace: RuntimeAtlas.TestsTest assembly (not included in builds or package export)Data PipelineData collection runs on EditorApplication.update at up to 60 Hz. UI repaints are decoupled and run on a configurable interval (default 100 ms). All scene traversals from UI-layer code are throttled to a maximum rate of once per second.MemoryAll GUIStyle instances are lazily cached in static fields. All Texture2D instances created by the tool carry HideFlags.HideAndDontSave and are destroyed via DestroyImmediate on domain reload. The performance profiler and timeline recorder use pre-allocated ring buffers and readonly structs — zero per-frame heap allocation.SettingsSettings are stored as a ScriptableObject at Assets/RuntimeAtlas/Editor/Resources/RuntimeAtlasSettings.asset. Accessible via Edit > Project Settings > Runtime Atlas.LIMITATIONSScript ScannerThe Script Scanner (Scanner tab) is synchronous. On very large projects with thousands of C# source files, the scan may cause a brief editor pause while processing completes. Progress is displayed in the button label. Asynchronous scanning is not available in this version.Console TabThe Console tab captures only log messages that begin with [RA], [RuntimeAtlas], or [Runtime Atlas]. Messages without these prefixes appear in the standard Unity Console only and are not captured by Runtime Atlas. The ring buffer holds a maximum of 500 entries by default; this is configurable in settings.Materials TabThe material cache holds a maximum of 512 material descriptors using LRU eviction. Projects with more than 512 unique materials will evict the oldest entries from the cache as new ones are encountered. The threshold is defined by k_MaxMaterialCacheSize and is not exposed in the UI settings panel.UnityStatsThe Profiler tab sources draw call, triangle, and vertex counts from UnityStats. UnityStats values reflect the full editor frame, not game rendering in isolation. In Edit Mode, all UnityStats values return zero.Timeline RecorderThe timeline buffer is cleared on Play Mode exit. Recorded frames are not persisted across editor sessions. Buffer size is bounded by available memory; the default 300-frame limit is appropriate for most use cases.Post-Processing VolumesPost-processing volume inspection in the Camera tab is a heuristic reflection-based feature. It reads SerializedObject properties by name (m_Enabled, m_IsGlobal, weight). If a custom render pipeline volume implementation uses different property names, these fields may not display correctly.About Tab LinksThe About tab documentation and support links open URLs in the system default browser using Application.OpenURL. They require an active internet connection and a browser to be installed.REQUIREMENTSMandatoryUnity 2021.3 LTS or newer.NET Standard 2.1 (automatically configured by Unity on supported versions)OptionalUniversal Render Pipeline (URP) package required for post-processing volume inspection in the Camera tabHigh Definition Render Pipeline (HDRP) package supported as an alternative for volume inspectionNew Input System package supported in demo scene but not required for core functionalityNot RequiredNo third-party packages requiredNo NuGet dependenciesNo npm packagesNo external network access required at runtimeMicrosoft Word is not required for DOCX exportAI tools were used in a supporting capacity during certain phases of development, primarily for drafting documentation and generating minor code suggestions during iteration. The architecture, system design, module structure, implementation decisions, and final implementation of Runtime Atlas were planned and written manually. AI-generated suggestions were reviewed, adjusted, and in many cases discarded in favour of hand-written solutions that matched the project's specific requirements and quality standards.





