[RELEASED] Scene Manager Toolkit - scene management, reference, and usage made easy

New release!

A hassle-free scene management with a powerful user-friendly toolkit for both editor and runtime.

Buy on the Asset Store


Official website | Showcase video | Youtube | Discord


Hi everyone,

Scene Manager Toolkit, a user-friendly, non-intrusive toolkit for managing, referencing, and using scene assets both at runtime and in the editor, has just been released on the Asset Store!

I wanted to take this moment to showcase what the tool is about as well as get some feedback from the community on its needs in terms of scene management.

For the first two weeks, the asset’s price will be cut in half! Don’t miss it!


Description

Scene assets have always been frustrating to work with. Organizing and finding them becomes increasingly bothersome as a project grows, and their innate inability to be referenced for runtime purposes makes working with scene assets a cumbersome annoyance.

Scene Manager Toolkit solves those issues with a set of tools that simplifies scene asset management for both editor and runtime purposes.

Create, rename, move into folder, delete, tag, search, and handle all states of a scene asset within a user-friendly editor window that automatically lists and keeps track of every scene asset of the project.

With Scene Manager Toolkit, scene assets can finally be referenced in the inspector directly, and all of their relevant data can be retrieved with a simple method call. A dynamic layout of buttons offers a quick way to handle a scene asset’s Build Settings and Addressables states.

Scene Manager Toolkit transforms scene management into a smooth and efficient process, allowing you to focus on what really matters: creating great products!


Tool philosophy

Scene Manager Toolkit provides a non-intrusive, straight-to-the-point toolkit that solves common scene management issues and pitfalls.

This tool does not impose a way to work with scene assets but instead enhances and facilitates the existing workflows that stem from Unity’s default scene management. This means the tool will not force the user to load scenes through it or mandate the management of scene assets in Build Settings or Addressables through it.


What’s on your mind?

What bothers you when using scene assets?
What are real production issues related to scene management that need to be solved?

This is what Scene Manager Toolkit aims to answer.

And with the community’s feedback, this goal will be easier to achieve.

I have prepared a questionnaire with open-ended questions to gather feedback on that matter. If you are interested in providing information about your recurring needs and wants, I would gladly read them and investigate how it could fit into the architecture of a scene manager toolkit.

Google form


Thank your for your interest in this tool!

Buy on the Asset Store

Scene Manager Toolkit | Utilities Tools | Unity Asset Store major update! 3.0.0

TRAILER
https://youtu.be/gKeOxYTOGIE

Versions 1.0.0 and 2.0.0 of Scene Manager Toolkit for Unity centralized and simplified scene management in the editor . Now, version 3.0.0 brings runtime support to the table!

Staying true to the core philosophy of the toolkit, runtime support has been built as a non-intrusive, user-friendly kit. Previously, Scene Manager Toolkit runtime support mainly offered the ability to reference scene assets in the inspector. With version 3.0.0, Built-in, Addressables, and NGO scene management are supported with event support for loading, progress, and unloading! Everything is streamlined into shared straightforward method calls. A kit for scene grouping is also included with, once again, event support!

To celebrate this major update

  1. Giveaway! (Providing a review in return would greatly help the tool’s visibility! )
    • ASV3V2TI6TGP1FQ3NGI20260626
    • ASVEY7X6B714GBNZB6X20260626
    • ASVS4MBCUP0FKH77NGC20260626
    • ASVQ2H3Z3Y99TSLM83I20260626

CHANGELOG

[3.0.0] - 2025-6-24

Added
• Streamlined scene management through a runtime scene processing system using SceneAssetReference as data:
• Supports built-in, Addressables, and Netcode for GameObject (NGO)
• Supports individual and grouped scene processors
• Supports user-generated scene processors
• Support events (OnStart, OnProgress, OnComplete)
• Implemented property drawers for abstract scene processing classes with search tree dropdown for concrete type selection.
• Implemented a sample scene Sample_SceneProcessing_Root to facilitate learning the runtime scene processing system. The scene contains:
• Runtime documentation
• Scene management buttons
• Visual feedback
• Heavily documented sample script
• Added a method to SceneAssetReference which allows updating it from a SceneAssetData.
• Added factory method to SceneAssetData to instantiate a SceneAssetReference from it.
• Added FNV1a-based Hash property to SceneAssetData.

Changed
• Renamed the SceneAssetGroupReference class to SceneAssetReferenceGroup.
• Renamed the SceneAssetGroupReferenceEvent class to SceneAssetReferenceGroupEvent.