World Graph Editor

Limited-time offer: $40 -> $30 until July 25.


World Graph Editor is a framework for building and managing multi-scene worlds in Unity. It is especially useful for platformers, metroidvanias, adventure games, and other projects built around interconnected scenes.


It provides a single visual source of truth for scene connections, runtime navigation, and project validation, making large multi-scene projects easier to maintain and scale.


Every core system — transition logic, triggers, and validation rules — can be replaced with your own implementation, so the framework adapts to your project's architecture instead of forcing a specific workflow.


📖 Documentation: Link
🎮 Live demo projects (Zenject & Addressables integration): Link

🌐 Website (Quick Start, Features, Comparisons): Link


Key features:

  • Node-based editor to design scene connections and player traversal through a visual graph — see your whole world at a glance instead of piecing it together from scene names.
  • Built-in runtime transition system for Build Settings and Addressable scenes — skip writing your own scene-loading logic from scratch.
  • Async transition pipeline with priorities, cancellation support, and custom transition tasks — control the exact order of your custom async logic (like level generation) and avoid orphaned tasks left running after exiting Play Mode.
  • Scene validation system with support for custom validation tests — catch missing ports and misconfigured scenes before they reach a build.
  • Reachability analysis to detect disconnected or unreachable parts of the world graph — find broken connections in one click instead of tracing every path by hand.
  • Supports editing and testing graph connections during Play Mode — iterate on scene layout without stopping playtests.
  • Visual highlighting and labeling of scene ports directly in the Unity Editor — spot which objects have ports configured right in the Hierarchy, without opening each one individually.
  • Scene previews on graph nodes for faster navigation in large projects.
  • Three connection types: Undirected, One-Way, and Shortcut (flag-gated) — match how each part of your world is actually meant to be traversed.

Additional features:

  • Extensible architecture: create custom Transition Managers, transition triggers, and validation rules for non-standard requirements.
  • Automatic Addressables integration with no direct package dependency.
  • Keeps Build Settings synchronized with the graph configuration, so scene lists never drift out of sync.
  • Project Settings integration for graph appearance, editor tools, and validation configuration.
  • Scene View overlays for graph status, container status, and thumbnail capture settings.
  • Main Toolbar shortcuts for Transition Manager access and scene switching workflows.
  • Optional automatic player spawning during scene transitions.
  • Designed for both 2D and 3D multi-scene worlds.