SceneLens – Scene and Level Audit
SceneLens Probe component: place a camera marker anywhere, aim it at an object or ... Timed Play-mode captures every N seconds, on a rebindable shortcut or from code, with a ... INTEGRATIONS
by Delta Tech Studios
Price History +
- 33 C# scripts (full source code)
- 3 assembly definitions
- 1 demo scene with 6 materials
- PDF manual
- Built-in, URP and HDRP
See every level bug at a glance, and fix it in one click. Press Run Audit and SceneLens checks your scene for tall steps, low doorways, floor gaps, floating props, z-fighting and unreachable areas. Every problem comes with a thumbnail, close-ups from several angles, exact measurements and a button that takes you straight to it in the Scene view.
It is built for the people who make and test levels: solo developers, level designers, QA and technical artists who want layout bugs found while they work, not by the first playtester who gets stuck on a stair. Camera probes and live views let you look at any spot of your level from any angle while you build and while you play.
LEVEL AUDIT RULES
Walkability
- Step too tall: risers and thresholds above your character's step height.
- Slope too steep: ramps and hills that look walkable but are not.
- Low headroom: doorways, beams and ceilings lower than your character.
- Floor gap: cracks and holes between floors at the same height, with the measured width.
Geometry
- Floating object: static props hovering above the ground.
- Sunk or overlapping object: props and physics bodies pushed into floors and walls.
- Z-fighting candidate: coplanar overlapping faces that flicker.
Navigation (NavMesh)
- Unreachable marker: objectives, pickups and exits no spawn can reach.
- Unreachable NavMesh island: sealed rooms and areas cut off from the level.
- Marker pair path: required routes (A to B) must exist, optionally within a maximum length.
- Marker off the NavMesh.
Uses your baked NavMesh, or builds a temporary one from colliders when nothing is baked.
Hygiene
- Missing scripts, meshes and materials, negative or extreme scale, non-uniform collider scale, objects far from the origin, duplicate overlapping objects, lights with an excessive range, disabled colliders and renderers, scenes without a camera.
EVERY RULE IS YOURS TO TUNE
- Every rule is an on/off toggle with its own severity (error, warning, info).
- Every threshold (agent height, radius, step height, max slope, gap width, tolerances...) lives in one Audit Profile asset you can share with your team.
- SceneLens Ignore component for accepted exceptions, with a reason for reviewers.
- Write your own rules in a few lines of C#: they appear in every profile automatically.
REPORTS
- Standalone HTML report: overview captures, eye-level captures from markers, a highlighted thumbnail and optional close-ups for every finding, severity, category and rule filters, search.
- Findings browser in the editor window: click a finding to select, ping and frame its object.
- Deterministic, diff-friendly JSON with stable object ids, ready for version control and scripts.
- Compare two reports: added, removed and moved objects, new and fixed findings.
CAMERA PROBES AND LIVE VIEWS
- SceneLens Probe component: place a camera marker anywhere, aim it at an object or point, set FOV or orthographic, resolution, label and notes. Orbit mode captures several angles plus a top view. Every report gets a Probes section.
- Avoid occluded views (on by default): orbit and close-up cameras whose target is hidden behind walls automatically move to the clearest view (another angle, closer, or higher), never inside geometry, and the change is recorded.
- Probe lists from JSON or C#: "put cameras at these spots and show me". Frame objects by path or findings by id, get images, a contact sheet and a JSON manifest without touching the scene.
- Live Views window: a grid of 2 to 6 live views from your probes in Edit and Play mode, with an adjustable update rate.
- Timed Play-mode captures every N seconds, on a rebindable shortcut or from code, with a contact sheet and an optional transform timeline of selected objects: watch NPCs and physics over time.
INTEGRATIONS
SceneLens also runs without you at the keyboard:
- Command line and CI: fail a build on errors with exit codes, compare branches automatically, render probe lists headless.
- Scripts: run audits, probe lists and captures from your own C# tools.
- AI assistants (optional, off by default): an AI coding assistant can request captures through one project folder with a fixed list of commands and no code execution.
WORKS WITH YOUR PROJECT
- Any game, any genre: all checks are generic. No special setup required; optional markers add spawn, objective and viewpoint checks.
- Multi-scene editing and Prefab Mode.
- Large scenes with thousands of objects, with a cancelable progress bar.
- Built-in Render Pipeline, URP and HDRP, with no pipeline dependency. The demo materials switch to your pipeline automatically.
- Editor-only: nothing is added to your builds.
INCLUDED
- Full C# source code.
- Demo level with planted bugs (tall step, floating plank, low doorway, floor gap, unreachable courtyard, z-fighting, sunk crate, oversized light) and five camera probes.
- PDF manual: quick start, every rule, every setting, command line, API, integrations, report format and limitations.