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Alerts Tab


Purpose

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.


Severity Levels

Level Meaning
Info Informational condition. No user action required.
Warning Condition that may cause unexpected behaviour.
Critical Condition expected to cause a problem.

Alert Entry Fields

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 Toolbar

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

Alert Sources

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.


Stats Bar Relationship

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.


Report Export

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.


Session Lifetime

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.