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diff --git a/Assets/_Project/Art/Models/SM_Suit_Bathynaut.glb b/Assets/_Project/Art/Models/SM_Suit_Bathynaut.glb
index cfff4a553..04ab8cec5 100644
Binary files a/Assets/_Project/Art/Models/SM_Suit_Bathynaut.glb and b/Assets/_Project/Art/Models/SM_Suit_Bathynaut.glb differ
diff --git a/Assets/_Project/Scripts/Client/Debug/StagingCameraSwitcher.cs b/Assets/_Project/Scripts/Client/Debug/StagingCameraSwitcher.cs
new file mode 100644
index 000000000..69406589a
--- /dev/null
+++ b/Assets/_Project/Scripts/Client/Debug/StagingCameraSwitcher.cs
@@ -0,0 +1,63 @@
+#if UNITY_EDITOR
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+namespace ProjectM.Client
+{
+ ///
+ /// Dev-only ArtStaging POV switcher. Self-wires by name to every camera named "POV_*" (sorted), enables
+ /// exactly one at a time, and cycles on a keypress so the operator can judge the style-proof from the actual
+ /// game camera AND from hero/front/close-up angles. Play-mode only; no asset writes. Keys: V or ] = next,
+ /// [ = previous, 1-9 = jump to that POV. A small label shows the active view.
+ ///
+ [DisallowMultipleComponent]
+ public sealed class StagingCameraSwitcher : MonoBehaviour
+ {
+ readonly List _cams = new();
+ int _idx;
+
+ void Start()
+ {
+ foreach (var c in Object.FindObjectsByType(FindObjectsSortMode.None))
+ if (c.gameObject.name.StartsWith("POV_")) _cams.Add(c);
+ _cams.Sort((a, b) => string.CompareOrdinal(a.gameObject.name, b.gameObject.name));
+ // default to the game camera (POV_1_Game) if present
+ for (int i = 0; i < _cams.Count; i++) if (_cams[i].gameObject.name.Contains("Game")) { _idx = i; break; }
+ Activate(_idx);
+ }
+
+ void Update()
+ {
+ var kb = Keyboard.current;
+ if (kb == null || _cams.Count == 0) return;
+ if (kb.vKey.wasPressedThisFrame || kb.rightBracketKey.wasPressedThisFrame) Activate((_idx + 1) % _cams.Count);
+ else if (kb.leftBracketKey.wasPressedThisFrame) Activate((_idx - 1 + _cams.Count) % _cams.Count);
+ else
+ {
+ for (int n = 0; n < _cams.Count && n < 9; n++)
+ if (kb[(Key)((int)Key.Digit1 + n)].wasPressedThisFrame) { Activate(n); break; }
+ }
+ }
+
+ void Activate(int i)
+ {
+ _idx = Mathf.Clamp(i, 0, _cams.Count - 1);
+ for (int k = 0; k < _cams.Count; k++)
+ {
+ bool on = k == _idx;
+ _cams[k].enabled = on;
+ _cams[k].tag = on ? "MainCamera" : "Untagged";
+ }
+ }
+
+ void OnGUI()
+ {
+ if (_cams.Count == 0) return;
+ var s = new GUIStyle(GUI.skin.box) { fontSize = 13, alignment = TextAnchor.MiddleLeft };
+ GUI.Box(new Rect(10, 10, 320, 26),
+ $"POV [{_idx + 1}/{_cams.Count}] {_cams[_idx].gameObject.name} (V/]=next [=prev 1-{_cams.Count}=jump)", s);
+ }
+ }
+}
+#endif
diff --git a/Assets/_Project/Scripts/Client/Debug/StagingCameraSwitcher.cs.meta b/Assets/_Project/Scripts/Client/Debug/StagingCameraSwitcher.cs.meta
new file mode 100644
index 000000000..5d6f6f92b
--- /dev/null
+++ b/Assets/_Project/Scripts/Client/Debug/StagingCameraSwitcher.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 50b5e3a95050f634bb73d3a20a0dd9ad
\ No newline at end of file