Runtime Atlas is a paid product. Purchase via the Unity Asset Store, itch.io, or Gumroad before following these steps.
Tools Studio → Runtime Atlas → Open Ctrl+Alt+R
Dock it alongside the Game view or float it. Minimum size: 520 × 300 px.
Enter Play Mode normally. The header changes from EDIT MODE to LIVE, current FPS appears, and the stats bar starts updating: camera count, audio source count, alert count, recorded frame index, and GC heap size.
Camera — FOV, clip planes, depth, and culling mask per active camera. Edit FOV and clip planes directly; changes revert on Play Mode exit.
Audio — Playing state, volume, pitch, spatial blend, and loop per AudioSource. The AudioListener position is shown at the top.
Profiler — Frame time, FPS, GC heap size, GC allocation delta, draw calls, and triangle count. The graph updates every repaint. Slow frames are highlighted; GC spikes are marked.
Alerts — Aggregated diagnostics from camera, audio, and profiler subsystems. Filter by severity or dismiss entries individually.
The Scanner does not run automatically.
- Open the Scanner tab
- Click Scan Scripts
- Results show file path, line number, issue description, category, and severity
- Click any result to open that file at the flagged line in the Scripts tab
- Open the Optimizer tab for structured fix suggestions
- Open the Report tab
- Click Generate Preview to snapshot current session data
- Select a format: JSON, HTML, Markdown, CSV, or DOCX
- Click Export and choose a destination
Report data includes project name, Unity version, platform, session duration, frame statistics, all alerts, and all scanner results.
Open Assets/RuntimeAtlas/Demo/Scene/RA.unity, enter Play Mode, and open Runtime Atlas. All tabs populate immediately.
To rebuild the demo scene:
Tools Studio → Runtime Atlas → Build Demo Scene
- Window Overview — complete UI anatomy
- Settings Reference — configure thresholds and buffer sizes
- Custom Alert Source — extend the alert system
- Report Export — format reference and field mapping