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[RELEASED] SceneNav - Smooth & Fast Scene Navigation

Discussion in 'Assets and Asset Store' started by Rowlan, Aug 2, 2022.

  1. Rowlan

    Rowlan

    Joined:
    Aug 4, 2016
    Posts:
    3,586
    SceneNav got released to the Asset Store and has a -50% release discount!


    Description

    SceneNav provides a means to zoom out, point at a desired destination by providing a preview of that destination and to zoom back in to that desired target. As such it's supposed to enhance your workflow by allowing quick navigation across your scene.

    SceneNav is based on actual use cases. Projects which require a fast workflow for scene creation. With emphasis on focusing on the project without being slowed down by Unity's lack of proper tools for navigation around the scene. Especially scenes with large terrains.

    As such I tried to keep the accessibility convenient for you while having the functionality help you speed up your workflow.

    SceneNav comes with preconfigured presets. Depending on your own workflow and scene size you can adapt those presets to your personal needs. As such I tried to keep SceneNav very flexible.

    Showcase Videos

    The videos are examples of what you can do with SceneNav in combination with other assets and projects. In case you are interested the descriptions of the videos contain information about which assets were used.

    Presets

    Currently there are 3 presets and key bindings available which you can use. The default key bindings are Shift+1, Shift+2 and Shift+3. You can adapt those in the Shortcuts manager of Unity to meet your own personal requirements.

    Depending on feedback I can extend the amount of presets. 3 just seemed to be the sweet spot for general use cases.

    Requirements

    SceneNav uses a raycast in order to pick a destination. With that in mind the target destination needs to have a collider.
     
    Last edited: Aug 2, 2022
  2. Rowlan

    Rowlan

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    Aug 4, 2016
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  3. Rowlan

    Rowlan

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  4. BetaMark

    BetaMark

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    Sep 27, 2014
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    223
    How would this work if my giant world is multiple scenes loaded at runtime?
     
  5. Rowlan

    Rowlan

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    It's an editor tool, not a runtime tool.
     
  6. Rowlan

    Rowlan

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    Here's what's coming in the next weeks: SceneMarks.



    ie History & Favorites in SceneView :)

    I created a prototype over the weekend and it shaped up nicely. Have to test it more and maybe implement other things while toying around before I release it. It'll be a free update to SceneNav.
     
  7. Rowlan

    Rowlan

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  8. Rowlan

    Rowlan

    Joined:
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    3,586
    Got a few vouchers for SceneNav to spare:

    ASV-U6FY-KXPY-EDHA-GQ7M-G3RJ
    ASV-TP34-YUKT-G7GV-YLLE-6996

    Enjoy :)
     
    Last edited: Dec 4, 2022
    UnitySynopsis likes this.
  9. UnitySynopsis

    UnitySynopsis

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    Thanks
     
    Rowlan likes this.
  10. Rowlan

    Rowlan

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  11. jpileborg

    jpileborg

    Joined:
    Jan 5, 2013
    Posts:
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    I have installed SceneNav version 2.0.2 from the asset store into Unity 2021.3.20f1 (running on Linux with Vulkan backend), in a HDRP scene. And I just can't get it to work.

    There's nothing in the console, there's no conflict with the shortcut keys, just nothing seems to happen. Is there a way to debug the plugin? I added a simple `Debug.Log` in `SceneNav.SceneZoomShortcutPreset1` and it doesn't even print when I press `Shift+1`.
     
  12. Rowlan

    Rowlan

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    I just installed 2021.3.21f1 (Windows) and created a HDRP scene, installed SceneNav and all works fine out of the box. Can you try this one:

    Code (CSharp):
    1. using UnityEditor.ShortcutManagement;
    2. using UnityEngine;
    3.  
    4. public class Example : MonoBehaviour
    5. {
    6.     [ClutchShortcutAttribute("MyContext/MyFunction", null, KeyCode.Y, ShortcutModifiers.Shift)]
    7.     public static void ShortcutTest(ShortcutArguments args)
    8.     {
    9.         if (args.stage == ShortcutStage.Begin)
    10.         {
    11.             Debug.Log("Key Down");
    12.         }
    13.         else if (args.stage == ShortcutStage.End)
    14.         {
    15.             Debug.Log("Key Up");
    16.         }
    17.     }
    18.  
    19. }
    Pressing shift+y should show the key press / key release in the console.

    I don't have a linux system, so can't test on linux. It was tested on Win/Mac. If you want feel free to contact me on discord Rowlan#9633 to get this checked faster.
     
  13. jpileborg

    jpileborg

    Joined:
    Jan 5, 2013
    Posts:
    13
    First sorry for the late reply, have been a busy week. :)

    I made some progress... I removed and reimported the package, and get three of these errors:
    Code (csharp):
    1. InvalidCastException: Specified cast is not valid.
    2. Rowlan.SceneNav.SceneNavDataEditor.OnEnable () (at Assets/Rowlan/Tools/SceneNav/Editor/SceneNav/SceneNavDataEditor.cs:24)
     
    Last edited: Mar 25, 2023
  14. Rowlan

    Rowlan

    Joined:
    Aug 4, 2016
    Posts:
    3,586
    Is that the first error? Because there's nothing special to it. Did you by any chance change the code? Looks like the scriptableobject of yours doesn't macth the editor target.

    In case you only removed SceneNav and not the SceneNav Data try this:

    * delete Assets/Rowlan/Tools/SceneNav, ie the root of it
    * install SceneNav

    That error doesn't make any sense otherwise because it's all the same SceneNavData class and should be cast-able.

    If that doesn't work, then file a Unity bug report, then it's a Unity Linux thing. It works perfectly fine on Win and Mac.
     
    jpileborg likes this.