Displays all diagnostic alerts raised by Runtime Atlas subsystems during the current session. Alerts are aggregated by group key, so a repeated condition appears as one entry with an occurrence count rather than flooding the list.
| Level | Meaning |
|---|---|
| Info | Informational condition. No user action required. |
| Warning | Condition that may cause unexpected behaviour. |
| Critical | Condition expected to cause a problem. |
| Field | Description |
|---|---|
| Severity badge | Colour-coded: blue (Info), yellow (Warning), red (Critical) |
| Message | Human-readable description of the condition |
| Source | Name of the subsystem or object that generated the alert |
| Time | Timestamp of the most recent occurrence |
| Count | Number of times this alert has been aggregated under its group key |
| Dismiss | Removes the entry from the active list for this session |
| Filter | Shows |
|---|---|
| Info | Info-severity entries only |
| Warning | Warning-severity entries only |
| Critical | Critical-severity entries only |
| (all active) | All non-dismissed entries |
| Show Dismissed | Toggle to include dismissed entries |
Alerts are contributed by any class implementing IAlertSource. Built-in sources:
| Source | Conditions monitored |
|---|---|
CameraInspectorNode |
Clip ratio, depth conflicts, empty culling mask |
AudioInspectorNode |
Missing listener, multiple listeners, silent playing source |
PerformanceProfiler |
Consecutive slow frames, GC spikes |
Custom sources: see Custom Alert Source.
The Alerts field in the stats bar is the current AlertSystem.Count — non-dismissed alerts across all severity levels. It updates every editor frame regardless of which tab is active.
All alerts — including dismissed — are exported in session reports. Dismissed status is not persisted across sessions; all alerts are treated as active in report data. See Report Export.
The alert list is cleared when Play Mode starts (AlertSystem.Clear() is called on EnteredPlayMode). Alerts from a previous Play Mode session are not available after re-entering Play Mode.