Tune your game live on any device, then save the values straight back into your scene GameObjects, prefabs, or ScriptableObjects in the Unity Editor — with full Undo.Every runtime tweaking tool lets you drag a slider and watch the game change. Then you stop playing and the value is gone — so you write it on a sticky note, alt-tab to the editor, and type it into the Inspector by hand. Hot Tuner closes that loop.Mark any field with `[Tunable]`. Build to your phone, tablet, PC, or WebGL. Open the in-game panel, tune with real sliders and fields, and tap Apply, the values travel over your LAN to the Unity Editor, land in a diff view. Accept a change and it's written straight into your scene GameObjects, prefabs, and ScriptableObjects,with working Ctrl+Z.Device → editor → saved asset. That round trip is what Hot Tuner is for.The full documentation is public — quickstart, how the tiers work, network setup, and the complete API: https://hottuner.qinteract.com/WHY YOU'LL USE IT EVERY DAY:• Balance where the game actually runs. Feel your jump height with a thumb on a real phone, not a mouse on a 27-inch monitor.• No more re-typing values. The number you liked on the device is the number in your project.• No rebuild between tweaks. Change, feel, change again, in seconds.• Playtest with designers. Hand over a build, let them tune, collect the values afterwards.KEY FEATURES• Mark any field or property with [Tunable], and Unity's [Range] becomes the slider bounds.• Values you apply are written into your scene GameObjects, prefabs, and ScriptableObjects, and Ctrl+Z reverts them.• Applied values arrive as a diff grouped by object, so you accept or reject them row by row.• If an asset changed in the Inspector mid-session, the row is flagged and waits for your explicit override.• A Live, Recompute, or Reload badge on every row tells you how that change takes effect.• The UI is built entirely in code, so there are no prefabs, sprites, or fonts to conflict with your UI.• Save named tuning sets on the device, then load and compare them as flat, git-diffable JSON.• Export any snapshot as new ScriptableObject variants you can ship.• With no editor connected, Apply writes a session file you import into the editor later.• Register locals, third-party values, and computed values by hand with HotTuner.Register(...).• Switch the tool off and it strips completely from your build, while your code still compiles.REQUIREMENTS• Unity 2021.3 LTS or newer (tested through Unity 6)• The Input System package (used by the launcher's open gesture)• A shared LAN between device and editor for live write-back — optional; offline session files cover the restPLATFORMS• Windows, macOS, Android, iOS, WebGL• Mono and IL2CPP. Reflection is plain FieldInfo / PropertyInfo / MethodInfo only — no Reflection.Emit, no expression trees, no dynamic codegen. AOT-safe on iOS, no link.xml needed for Hot Tuner types.• WebGL has no UDP: use the manual IP:port field (discovery is LAN-only).SUPPORTED TYPES (v1)float, int, bool, enum, string, Vector2, Vector3, Color. Anything else marked [Tunable] is skipped and reported in one aggregated warning — never per-field log spam.WRITE-BACK TARGETSScriptableObject and prefab assets via SerializedObject + Undo.RecordObject, so Ctrl+Z reverts cleanly and the Inspector updates immediately. Scene-instance values apply when the scene is open, and stay pending with a clear reason when it isn't. Static and manually registered values are shown as copy-to-clipboard rows. Hot Tuner never rewrites your .cs files.NETWORKINGDevice ↔ editor over HTTP on a configurable port (default 47810), with UDP discovery on 47811 and a first-class manual IP:port field for networks that block broadcast. All I/O is off the game thread — it never stalls your frame. Multiple devices can connect at once; sessions are tracked separately and never merged.ARCHITECTURE• Separate Runtime and Editor assembly definitions; the runtime assembly has zero editor references.• Full C# source included — nothing precompiled, nothing obfuscated.• No third-party dependencies. No Newtonsoft, no DLLs, no binary assets — not even a font.




