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Scene Object Replacer preview
Unity

Scene Object Replacer

By Veridian Systems

FREE

Rated 0.0/5 from 1 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: FREE. The latest store price is FREE, matching the lowest recorded price shown here.

Recorded prices for Scene Object Replacer 1 price observations from Nov 2, 2026 to Nov 2, 2026. Lowest recorded price FREE. Exact dates and prices are listed below. $0.00 $0.50 $1.00 Nov 2, 2026: FREE. Latest store price Nov 2, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
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FREELatest store price

About Scene Object Replacer

  • Tools, Systems & Learning > Development Tools & Automation
  • Tools, Systems & Learning > Level & World Building
A High-Performance "Find and Replace" for Unity Scenes

Scene Object Replacer is a standalone, free utility designed to handle mass editing in Unity. Powered by the Unity Job System and Burst Compiler, it runs complex filtering and replacement logic on worker threads, ensuring the Editor remains responsive even when processing tens of thousands of objects.

Core Features

This is not a simple DestroyImmediate / Instantiate loop. It is a robust tool with deep filtering and placement logic.

- Replace Anything: Swap Scene GameObjects, Prefabs, or Materials.
- Deep Filtering: Don't just find by name. Filter targets by Tag, Layer, or Component. You can even drag a specific C# script asset into the filter list to target only objects containing that specific logic.
- Weighted Random Pools: Replace a single source object with a probabilistic mix of new assets (e.g., "Replace Cube with 60% Rock_A, 20% Rock_B, and 20% Rock_C").
- Advanced Spatial Control:
- Spatial Volumes: Restrict operations to a Box, Sphere, or Cylinder volume.
- Binned Weighting: Modulate spawn probabilities based on position. For example, configure Snow_Tree to only spawn in the "High" altitude bin, and Swamp_Tree to only spawn in the "Low" altitude bin.
- Proximity & Density: A Burst-compiled N^2 pre-pass that analyzes object density. It can automatically cull objects that are too close (clipping) or remove isolated objects that are too far from neighbors.
- Terrain Support: Fully supports Terrain Trees and Terrain Details (grass). For Details, it supports probabilistic replacement on terrains using "Instance Count" mode. For legacy "Coverage" mode terrains, it performs high-speed layer swapping.
- Safety First: Includes a "Dry Run" analysis mode that generates a detailed report of what will be changed before you commit. All operations are fully registered with Unity's Undo system.

Real-World Use Cases

The tool is built to solve specific, repetitive problems commonly faced during level design:

- Greybox to Final Art: Instantly replace hundreds of placeholder cubes or capsules with final art prefabs, automatically applying random rotation and scale variation to break up repetition.
- Biome Management: Selectively replace vegetation on a terrain within a specific radius. For example, replace all "Oak Trees" with "Swamp Trees" only within a specific low-altitude area of your map.
- Material Overhauls: Swiftly swap a deprecated material for a new one across every MeshRenderer in the scene, regardless of the object hierarchy.
- Procedural Cleanup: If you use procedural spawners that create cluttered results, use this tool to "thin out" dense clusters without deleting everything and starting over.

Precision & Control

Replacing objects blindly can ruin a scene. This tool includes advanced filtering and placement logic to give you granular control over what gets changed and where.

- Spatial Filtering: Restrict operations to a specific 3D volume (Box or Cylinder) or a specific altitude range (Min/Max Y). This allows you to target specific areas—like a town square or a mountain peak—without affecting the rest of the world.
- Binned Weighting: A more advanced feature for naturalistic placement. You can adjust replacement probabilities based on location. For example, configure the tool to spawn "Snowy Rocks" at high altitudes and "Mossy Rocks" at low altitudes within the same operation.
- Proximity & Density Control: Includes a "Pre-Process" filter that analyzes object density. It can automatically remove objects that are too close to each other (preventing clipping) or remove isolated objects that are floating too far from their neighbors.
- Smart Placement: When replacing objects, the tool can raycast downward to snap new instances to the ground and align them to the surface normal, ensuring your new props sit correctly on the terrain or floor geometry.

Safety & Workflow

Mass-editing a scene can be risky, so the tool is designed with safety rails to prevent accidents.

- Analyze (Dry Run): Before committing to any changes, you can run an analysis. This generates a detailed report showing exactly how many objects were found, which filters they matched, and what will be replaced.
- Presets: Save your complex configurations (source lists, destination weights, filters) as ScriptableObject presets. This allows you to share setups with your team or reuse specific replacement logic (e.g., "Forest Thinner") across different scenes.
- Non-Blocking: Because it utilizes the Job System, the tool processes data asynchronously. This prevents the Editor from hanging or crashing when calculating filters for scenes with tens of thousands of objects.

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