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 +

Catch tall steps, low doorways, floor gaps, floating props, z-fighting and unreachable areas before playtesting. One-click audits with pictures, camera probes and live views.
  • 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.