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World Graph Editor — a framework for building and managing multi-scene worlds

World Graph Editor combines a visual graph editor, scene validation tools and a built-in transition system with async task support and optional Addressables integration. Built for extensibility — create custom transition managers, transition triggers and validation rules tailored to your project.

Perfect formetroidvanias · platformers · adventure games · farming & life sims · puzzle games · any game with multiple scenes

Key features

Visual Node Editor

Build and manage scene connections through an intuitive graph.

Addressables Support

Load Addressable scenes out of the box with no extra setup.

Scene Preview System

See scene thumbnails directly on graph nodes.

Runtime Scene Transitions

Built-in Transition Manager supporting both Build Settings and Addressables.

Async Transition Pipeline

Run and await async tasks between transition phases.

Validation

Validate scene setup and port configuration automatically.

Graph Analysis

Detect unreachable scenes and broken world connectivity.

Extensible Architecture

Create custom Transition Managers, transition triggers and validation rules.

* Addressables support is completely optional. WGE works without the Addressables package and automatically enables integration when Addressables is installed.

Quick Launch

Create a graph

Create a WorldGraphContainer anywhere in your project, open it and drag your scenes into the canvas.

Set up connections between scenes

Create a port and drag a link to the target node. SmartConnection automatically creates a port on the target node based on cursor position.

Save the graph and configure the TransitionManager

Assign your player prefab and WorldGraphContainer to the TransitionManager — the object that switches scenes at runtime based on this data.

Set up scenes

Open your scenes and add port components using the dropdown. The Scene Inspector overlay will show the setup progress, including the TransitionManager status.

Launch

When entering a passage, the target scene loads automatically. All connections are controlled through the editor window, and changes can be applied dynamically during Play Mode.

How WGE compares

Quick look at what World Graph Editor gives you out of the box versus manual scene management.

FeatureManual scene managementWorld Graph Editor
Visual world representation
Only code and scenesNot supported
Graph in one viewSupported
No-code transition setup
Through scriptsNot supported
Through Inspector and graphSupported
Reachability analysis
Manual connection tracingNot supported
One clickSupported
Scene configuration validation
Written by handPartial
Built-in, extensibleSupported
World structure control from one window
Scattered across scenesNot supported
Single graph windowSupported
Scene previews in editor
Only file namesNot supported
Thumbnails on nodesSupported
Addressables support
Requires your own integrationPartial
Out of the boxSupported
Async operations during transitions
Manual implementationPartial
Priorities, waiting, cancellationSupported
Custom transition managers
Your own interface implementationPartial
Ready-made interfacesSupported
Editing World structure in Play Mode
Full implementation from scratchNot supported
SupportedSupported
Legend
  • requires building your own editor tooling (visualization, custom UI, Play Mode integration)
  • achievable with regular runtime code you'd likely write anyway
  • included in World Graph Editor out of the box

What developers say

decnet

Excellent Workflow Tool for Level Design.

Very useful and well-designed asset for organizing world and level flow visually. The graph-based workflow feels clean, intuitive, and easy to work with, especially for larger projects. The editor UI looks polished and production-ready, and the overall concept is genuinely helpful for improving workflow inside Unity. Looking forward to future updates and features.

thesecondleft

Quite a convenient thing.

It helps simplify the management of scene transitions when dealing with a large number of locations. For larger projects, I'd probably use something more powerful in terms of integration with other systems. But for medium and small jam projects, this asset is quite good.

LoRaWAN

My brain finally understand scenes!

Sensei say “you must connect 10 scenes before lunch,” and I almost cry… But then I found this tool and it make all the links easy like puzzle!! The nodes show everything and colors help too! It's like—“this goes here” and “that one wait!!” Even async work not confuse me anymore. I feel like real programmer now haha. (I’m not.) Thank you so much!!

DRO3DRUS

Cool asset

A cool asset for its price, helps with the work, finally I can relax when working with scenes. I'm waiting for new updates!

G1zmoo

Awesome asset!

Very clear and useful asset for linking a large number of scenes. Great for Metroidvania type games. Also well documented!

Concresence

Indispensable for large scale scene planning.

The node graphics to identify the scenes make a huge practical difference in workflow.

Ready to try it?

Grab the package, read the docs, and skip the boilerplate for scene navigation.