Scene Walkabout View on Asset Store (opens in new tab)

Package details

Latest version
1.0.0
Last updated
First released
Unity version
6000.3.11 or later
Package size
87 KB
Files
17
Favorites
2
Views in the past week
4

Price tracking

Last checked
Tracked since
Lowest recorded
$10.50 on

Keywords

Scene Walkabout

by AceMoisan (opens in new tab)

1 rating, too few to average

Walk through your Unity scene in-editor. Eye-level height checks, react to gravity and collisions, teleport, markers, prefab drops, and photo-mode screenshots — no Play mode required.

Price $15.00

Buy on Asset Store (opens in new tab)

Affiliate link · Purchases support this site

Price history

Last 6 months

USD
Price history for Scene Walkabout, 6 months Current $15.00; lowest $10.50; highest $15.00 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov

Asset preview

1 / 2

Scene Walkabout screenshot 1

Scene Walkabout screenshot 1

About this asset

Ace Scene Walk turns the Unity Scene view into a first-person / third-person walkthrough camera — **without entering Play mode**.

Level designers, environment artists, and gameplay programmers constantly need to verify what a scene feels like at eye level: doorway clearances, cover positions, slope climbs, ledge jumps, sightlines. The usual workflow is: hit Play, wait for systems to initialise, load the scene, walk over. Scene Walk cuts that to a single keystroke.

Easy Toggle to enable Scene Walk (or press `Ctrl + Shift + W`) and the Scene view becomes a first-person camera obeying gravity and collisions and snapped to eye height. WASD to move, right-mouse to look, Shift to run, Space to jump. Switch to Fly for rapid traversal; toggle Third Person to orbit behind the player.

Match your player, in one click

Drop your player GameObject into the Match Player Controller card and Scene Walk reads everything it can — `CharacterController`, any collider type, Renderer bounds, transform scale, and any MonoBehaviour with fields named `moveSpeed`, `runSpeed`, `jumpForce`, `gravity`, etc. (via reflection). It even grabs the mesh + material off a `SkinnedMeshRenderer` or `MeshRenderer` so the Player Object *looks* like your character. One click, and walking the editor feels exactly like walking your game.

A real player proxy — with wall collision

Toggle the Player Object on and a visual body spawns at the camera. In Walk mode, horizontal movement is sweep-tested against scene colliders with `Physics.CapsuleCast`, so the camera is blocked by walls just like a real controller. Use the default primitive capsule or drop in any mesh + material.

Tuning Knobs

A single 0.1×–10× slider rescales the whole rig — eye height, capsule, move speed, jump, gravity. Shrink to 0.1× for a dollhouse build, push to 5× for a giant-scale map, without retuning every individual value.

Tons of other tuning knobs for eye height, custom mesh, speed, jump, gravity, and more. 

Everything else you'd want

Five **bookmarks** with auto-captured thumbnails, `F5`/`F6` **markers** with pick-a-color gizmo icons, drag-and-drop Place Prefab, high-res photo mode (HD / QHD / UHD / custom) with a one-click "capture every bookmark" batch, teleport-to-selection with eye-height sampling, a compact in-scene HUD, and a Debug overlay that draws the collision sweep as a wireframe capsule.

Scene Walk remembers where you were across editor restarts and Play-mode transitions. Enable, and you're back.

From the publisher's Asset Store listing.

Technical details

  • Unity: 6000.x (Unity 6), compatible with 2022.3 LTS and newer.
  • Render Pipeline: Works with URP, HDRP, and Built-in.
  • Editor Only: All scripts live in `Editor/` folders. Zero runtime code, zero build footprint.
  • Dependencies: None — uses only built-in Unity APIs.
  • Persistence: Every setting, bookmark, and resume position is stored in `EditorPrefs`. Bookmark thumbnails live under `Library/AceSceneWalk/` (never committed).
  • Screenshots: Written to `Assets/_SceneWalkShots/YYYY-MM-DD_HHMMSS.png`.
  • Play-Mode and Assembly-Reload safe: deactivates cleanly on domain reload and play-mode transitions.
  • Platforms: Windows, macOS, Linux editors.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.3.11f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.