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Lowest recorded standalone price: $15. Recorded observations span to . This is our available history, not a guaranteed all-time low. Bundle package prices are separate.
Standalone price
Last three months, in USD. Bundle prices cover the whole package.
About Scene Walkabout
- Tools, Systems & Learning > Development Tools & Automation
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.
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.