Runtime inspection and diagnostics for Unity. Monitor scene systems, profile performance, and export session reports from one dockable editor window.Render Pipelines: Built-in, URP, HDRP (no render passes injected).Input: Legacy Input Manager and new Input System supported via conditional compilation.Build impact: None — all code compiles to RuntimeAtlas.Editor assembly only.Scripting backends: Mono and IL2CPP compatible.Editor platforms: Windows, macOS.OwerviewKeeping tabs on multiple runtime systems during Play mode typically means juggling several native Unity windows — the Profiler, the Console, the Inspector, the Audio Mixer, and so on. Runtime Atlas consolidates that monitoring into one place. Open it once (Window > Runtime Atlas > Open or Ctrl+Alt+R), dock it where you want it, and it stays live for the duration of your session.The tool is structured around two rows of tabs. The first row covers the systems that tend to matter most during active runtime testing — cameras, audio, the live object graph, timeline recording, alerts, performance, and physics. The second row provides supporting diagnostics: script scanning, optimizer suggestions, a script browser, a component inspector, animator monitoring, audio mixer controls, a scene overview, report generation, a scoped console view, and material inspection.All editor code is guarded behind #if UNITY_EDITOR and compiled only into the editor-side assembly, so there is no runtime overhead in builds.Key CapabilitiesRuntime Diagnostics The Camera, Audio, Physics, Animator, and Material tabs each poll their respective Unity systems during Play mode and display a live snapshot in the panel. Camera state includes FOV, near/far planes, and rendering path. The Audio tab shows listener status, active AudioSource components, and their spatial settings. Physics inspection covers all Rigidbodies and Colliders in the scene — velocity, sleep state, mass, drag, collider type, layer assignment, and whether the collider is a trigger. The Animator tab surfaces every Animator component in the scene with its current state, layer weights, and writable parameters.Performance Profiler The built-in profiler samples frame time (ms), FPS, GC allocation deltas, draw calls, triangle count, vertex count, and SetPass calls. Data is stored in a pre-allocated ring buffer with zero heap allocation per sample in the hot path. The panel plots trends over the session so you can spot frame spikes or GC pressure without switching windows.Timeline Recorder A circular frame-data recorder that captures per-frame snapshots — timestamp, camera FOV, peak audio volume, and related counters — with zero heap allocation during recording. The Timeline Playback UI lets you step through the recorded session after the fact.Alert System Alerts are aggregated by group and filtered by severity: Info, Warning, and Critical. The panel shows duplicate counts rather than repeating identical entries, which keeps the list readable during busy scenes. Dismissed alerts can be shown or hidden independently.Script Scanner and Optimizer The Script Scanner inspects your project's C# scripts for common issues: empty Unity lifecycle methods, hot-path anti-patterns such as GetComponent in Update, and missing null checks. Findings are listed with file paths and line numbers. The Optimizer Suggestions panel pairs with the scanner to surface actionable recommendations based on what was found.Audio Mixer Panel A standalone mixer diagnostics view with live level meters, exposed parameter controls, and snapshot management — useful for debugging dynamic mixer states that are hard to see through the standard Audio Mixer window during runtime.Scene Overview Live counts of every significant object type in the loaded scene — renderers, lights, colliders, scripts — with a search field and quick-select navigation so you can jump to any object from the panel.Report Generator Compiles data gathered during the session — timeline recordings, alerts, scanner results — into an exportable report. Supported formats are JSON, HTML, Markdown, CSV, and DOCX. This is useful for sharing diagnostic sessions with other team members or keeping a record of a build review.Console Mirror A scoped console view that captures log messages tagged by Runtime Atlas, keeping them separate from the main Unity Console. Useful when you want to monitor tool output without the main Console being flooded by project-level logs.Material Inspector Scans all Renderer components in the scene and exposes each material's shader name and all editable shader properties — floats, integers, colors, textures, and vectors — with live editing support. An object pool pattern eliminates per-frame heap allocation.Workflow Benefits -Runtime Atlas is most useful in the middle phases of development, when systems are mostly working but you need to correlate behavior across several subsystems at once. Having camera state, audio routing, physics activity, and performance data in one window reduces the back-and-forth of opening and closing multiple native editors. The export pipeline makes it easy to hand off diagnostic sessions to other developers without describing everything verbally.Render Pipeline CompatibilityRuntime Atlas is an Editor extension — it does not inject render passes or modify rendering behavior. It reads renderer and shader data through standard Unity APIs and works with the Built-in Render Pipeline, URP, and HDRP without modification.Use CasesDebugging camera rig behaviour during cutscenes while monitoring FOV and near-plane settings liveCorrelating audio source counts and mixer state with frame time spikesChecking rigidbody sleep states and collision layer assignments at runtime without pausingRunning a script scan before a milestone submission to catch empty lifecycle methods left in from early prototypingGenerating a diagnostic report after a QA session to share with the rest of the teamMonitoring GC allocation trends over a Play Mode session to identify sources of per-frame pressureKEY FEATURESCamera Inspector — Live camera state per camera in scene: FOV, clipping planes, rendering path, projection mode, and viewport rect. Updates in real time during Play mode.Audio Inspector — Monitors the active AudioListener and all AudioSource components: clip name, volume, pitch, spatial blend, and play state. Separate from the Audio Mixer panel.Audio Mixer Panel — Dedicated view for AudioMixer diagnostics with live level meters, exposed parameter controls, and session snapshot management.Physics Inspector — Scans all Rigidbodies and Colliders each frame. Surfaces velocity, angular velocity, sleep state, mass, drag, collider type, layer, and trigger flags. Also reads the Physics Layer Collision Matrix. Zero heap allocation on poll via pre-allocated lists.Performance Profiler — Samples frame time (ms), FPS, GC allocation delta, draw calls, triangle count, vertex count, and SetPass calls into a circular ring buffer with no per-sample heap allocation. Displays trend plots directly in the panel.Timeline Recorder — Records per-frame runtime snapshots into a zero-allocation circular buffer during Play mode. The Timeline Playback UI provides scrubbing and step-through after recording.Alert System — Aggregates alerts by group with Info / Warning / Critical severity levels. Deduplicates repeated alerts by count rather than flooding the list. Supports independent filtering and dismiss controls.Script Scanner — Statically analyses C# scripts in the project for empty lifecycle methods, hot-path anti-patterns (GetComponent in Update, foreach in tight loops), and missing null checks. Scan is manually triggered; never runs per-frame.Optimizer Suggestions — Paired with the Script Scanner. Presents actionable recommendations based on scan findings, grouped by issue type.Script Viewer — Browses and displays project scripts with virtualized visible-line rendering for performance on large files.Component Inspector — Inspect any GameObject's component list and serialized fields without using the standard Inspector. Useful when you want to watch specific component data while the main Inspector is locked to another object.Animator Monitor — Lists every Animator in the scene with its current state name, normalized time, layer weights, and all parameters. Parameters can be edited live from the panel.Scene Overview — Live aggregate counts of renderers, lights, colliders, and scripts in the active scene. Search field with quick-select navigation to jump to any matching object in the Hierarchy.Material Inspector — Polls all Renderer components and exposes each material's shader name and all shader properties (float, int, color, texture, vector) for live editing. Uses an object pool to avoid per-frame allocation.Console Mirror — Ring-buffer log capture scoped to Runtime Atlas internal messages. Keeps Runtime Atlas output separate from the main Unity Console to reduce noise.Report Generator — Compiles session data into exportable reports. Supported export formats: JSON, HTML, Markdown, CSV, and DOCX.Graph Visualizer — Live node-link diagram showing runtime object relationships in the scene. Useful for visualising dependency graphs and reference chains at runtime.About Tab — In-package documentation index, version info, and publisher details accessible directly from the tool window.Unity Version Compatibility Unity 2021.3 LTS through Unity 6.x. Version-specific API differences are handled via conditional compilation directives in the relevant source files.Render Pipeline Compatibility Compatible with Built-in Render Pipeline, Universal Render Pipeline (URP), and High Definition Render Pipeline (HDRP). Runtime Atlas does not inject any render passes and reads renderer data through standard Unity APIs only.Runtime Impact in Builds None. All editor-side code is wrapped in #if UNITY_EDITOR guards and compiled exclusively into the editor assembly. The RuntimeAtlas.Core runtime assembly contains only the AlertEntry data type and demo behaviours — no monitoring logic runs in player builds.Assembly StructureAssemblyTypeContentsRuntimeAtlas.CoreRuntimeAlertEntry data type; no editor dependenciesRuntimeAtlas.Core.DemoRuntime (Demo)Demo scene behaviours; input compatibility layerRuntimeAtlas.EditorEditor onlyAll 18 diagnostic modules and the main AtlasWindowInput System CompatibilityRuntime Atlas core does not require any specific input backend. The optional demo scene uses conditional compilation to support both the legacy Input Manager and the new Input System package, whichever is present in the project.DependenciesNo third-party packages required. All functionality uses built-in Unity Editor and Engine APIs only.NamespaceRuntime: Arish.RAEditor: Arish.RA.EditorSource CodeFull C# source code is included. No DLLs, no obfuscation.UI SystemIMGUI-based editor window. Dockable in the standard Unity Editor layout.DOCUMENTATIONRuntime Atlas ships with a documentation set inside Assets/RuntimeAtlas/Documentation/:README.md — Project overview, Unity compatibility, how to open the window, and a documentation index.INSTALL.md — Step-by-step installation instructions, assembly definition validation checklist, optional demo scene setup, and troubleshooting guidance for compile errors and layout resets.QUICK_START.md — Minimal guide covering how to open the window, what to check first in Play mode, how to review core tabs, and how to export a report. Intended for developers who want to get oriented in under five minutes.FEATURES.md — Full feature reference covering all 18 diagnostic tabs, performance and alerting systems, reporting pipeline formats, and compatibility notes.CHANGELOG.md — Version history with added features, changes, bug fixes, and known issues for each release.Note:Complete documentation is included inside the package under:Assets/RuntimeAtlas/Documentation/All documentation files are plain Markdown and can be read inside Unity or in any text editor.SUPPORTNeed help with Runtime Atlas?Support Email: toolsstudio@zohomail.inCommunity Discord: https://discord.gg/nFMruVyCTypical response time for support emails is 1–3 business days. Bug reports are most helpful when they include:• Unity version• Render pipeline (Built-in / URP / HDRP)• Steps to reproduce the issue• Console logs or screenshotsAI 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.




