Runtime Atlas is a Unity Editor extension for runtime diagnostics, performance monitoring, and debugging workflows, all from a single dockable window.
It's for anyone working in the Unity Editor who wants to see what's actually happening in their scene during Play mode — camera and audio state, physics behavior, animator state, frame-by-frame performance — without writing a debug script, dropping a MonoBehaviour into the scene, or switching between the Profiler, the Console, and manual Inspector clicking to piece it together.
The tool is a single dockable EditorWindow with 18 tabs. Nothing it does requires a MonoBehaviour, a persistent scene object, or a code change in your project — import the package, open the window, and it works against whatever is already in your scene.
Runtime Atlas is organized into 17 functional tabs, plus an About tab. Each is documented on its own page below:
- Camera & Audio Inspection — live per-camera and per-source state, editable in place
- Runtime Graph — a node graph of camera/audio relationships
- Timeline Recording — a scrubbable circular frame buffer
- Alerts — a real-time alert log from your own registered conditions
- Performance Profiler — frame time, FPS, and GC allocation history
- Physics Inspector — collision matrix and per-rigidbody state
- Scanner & Optimizer — static analysis of your project scripts with actionable fixes
- Script Viewer — an in-window script viewer with IDE jump integration
- Component Inspector — a live, pinnable component list for the selected GameObject
- Animator Monitor — state machine and parameter display
- Mixer Tools — live AudioMixer parameter editing
- Scene Overview — hierarchy stats and scene-wide search
- Session Reports — export a session as HTML, JSON, Markdown, CSV, or DOCX
- Console Mirror — a filtered log mirror with script viewer integration
- Material Inspector — live material property display grouped by renderer
New to Runtime Atlas: continue to Getting Started, then Installation.
Already installed and looking to configure something specific: go straight to Configuration or the relevant feature page above.
Reading the included source, or implementing IAlertSource: see Architecture and API Reference.