Installing DeviceFit
DeviceFit is a commercial product distributed exclusively through the Unity Asset Store. It is not an open-source library or available as a free repository on GitHub.
Purchase on Asset Store ──> Unity Package Manager (My Assets) ──> Download & Import ──> Package Initialization
Prerequisites
Before importing DeviceFit into your project, ensure your environment meets the minimum baseline:
| Component | Minimum Requirement | Verified Test Target |
|---|---|---|
| Unity Engine | Unity 6000.3 LTS or higher | Unity 6000.5.4f1 |
| Render Pipeline | Universal Render Pipeline (URP) | URP 17.5.0 |
| Scripting Backend | Mono or IL2CPP (.NET Standard 2.1) | .NET Standard 2.1 |
| Authoring OS | Windows 10/11 64-bit | Windows 11 Pro 64-bit |
Universal Render Pipeline Required
DeviceFit’s runtime tunables (URPTunableAdapter) and sample scenes interface specifically with URP volume components, shadow cascades, and UniversalRenderPipelineAsset settings. Built-in Render Pipeline (BiRP) and High Definition Render Pipeline (HDRP) are unsupported.
Step 1: Purchasing & Adding to My Assets
- Visit the official Asset Store page for DeviceFit on the Unity Asset Store (short link: u3d.as/4g1m).
- Complete your purchase under your Unity ID organization.
- Click Add to My Assets to link the license to your Unity account.
Step 2: Downloading via Unity Package Manager
- Open your Unity project in the Unity Editor.
- Navigate to the top menu: Window > Package Manager.
- In the Package Manager dropdown (top-left), select Packages: My Assets.
- In the search box, type
DeviceFit. - Select the package and click Download in the bottom-right corner.
- Once the download completes, click Import.
┌─────────────────────────────────────────────────────────────────┐
│ Package Manager [-] [x]│
├─────────────────────────────────────────────────────────────────┤
│ Packages: My Assets ▼ | Filter: DeviceFit │
│ │
│ [Icon] DeviceFit — Measured Performance Tuning Lab v1.0.0 │
│ Decnet Games • Released October 2026 │
│ │
│ [ Re-Download ] [Import]│
└─────────────────────────────────────────────────────────────────┘
Step 3: Selecting Import Assets
When the Unity Import Unity Package dialog appears, review the asset manifest:
Assets/Decnet/DeviceFit/Runtime/— Core capture harness, domain contracts, profile appliers, and URP adapters.Assets/Decnet/DeviceFit/Editor/— Editor services, windows (Experiment Desk, Comparison, Route Authoring), and launchers.Assets/Decnet/DeviceFit/Samples/— Ready-made benchmark scenes (Courtyard GPU, Interaction CPU, Texture Wall) and test textures.Assets/Decnet/DeviceFit/Documentation/— Offline Markdown references and API notes.Assets/Decnet/DeviceFit/Tests/— Automated EditMode NUnit acceptance suite (AcceptanceTests.cs).
Ensure all items are checked and click Import.
Step 4: Verifying Assembly Definitions & First Launch
DeviceFit uses strict assembly definition boundaries (.asmdef) to ensure zero Editor code leaks into player builds:
Decnet.DeviceFit.Runtime.asmdefDecnet.DeviceFit.Editor.asmdef(Editor-only, references Runtime)Decnet.DeviceFit.Tests.asmdef(Editor-only, references NUnit and TestFramework)
After compilation finishes:
- Open the top menu: Tools > Decnet > DeviceFit > Welcome & Onboarding.
- The welcome wizard checks your active render pipeline, verifies project dependencies, and offers one-click generation of the sample scenes.
- Alternatively, launch Tools > Decnet > DeviceFit > Experiment Desk (
Ctrl+Alt+Don Windows) to inspect the main tuning hub.
Assembly Cleanliness
If your project uses custom assembly definitions, add a reference toDecnet.DeviceFit.Runtimein any assembly that implements customFixtureAdaptercomponents or callsDeviceProfileApplier.