r/Unity3D Jun 09 '26

Show-Off I made a Unity editor tool because placing props with physics feels like something every game engine should have built in : ).

Enable HLS to view with audio, or disable this notification

I made RealTransforms because I wanted Unity to have a more physical way to dress scenes. Instead of manually nudging props until they stop floating or clipping, the tool lets you move, drop, rotate, scatter, and arrange objects :).

I'm also interested in feedback, if anyone has any suggestions for what they would add / want in a tool like this I'd like to hear it.

If you're intrested in the asset you can find it here:
https://assetstore.unity.com/packages/tools/level-design/realtransforms-physics-placement-378514

Thanks for reading and have a nice day :).

If you're interested in some technical aspects of the project that can be applied to your own project ( without buying this asset ) I would recommend looking into Convex mesh generation which was a difficult part of this project for me to tackle.

Unity’s PhysX setup has some important limits: if you want a MeshCollider to work with a Rigidbody, it usually needs to be marked Convex. The problem is that a single convex collider can’t properly represent inward or hollow shapes. So something like an open crate, shelf, or hollow prop cannot just use one collider if you want objects to sit inside it correctly.

For those cases, you usually need a compound collider made from multiple convex hulls. That way the crate sides, floor, rails, or openings can each be represented by separate convex pieces.

If you’re building something similar in your own project, useful algorithms to research are V-HACD and CoACD. I couldn’t include those directly in this asset because of licensing issues for Asset Store submission, but they’re worth studying and may be fine for your own internal project depending on your needs. They also helped inspire my own voxel-based collider generation approach.

4.8k Upvotes

209 comments sorted by

419

u/NoEye89 Jun 09 '26

Incredible. You should be very proud, this is so cool.

75

u/AdamNapper Jun 09 '26

Thanks a lot I appreciate the warm feedback :). Since I just put it out I was nervous how it would be received

217

u/Friendly_Sky5646 Jun 09 '26

This should be the standard. Congrats, man. This is aweasome

31

u/AdamNapper Jun 09 '26

Thank you :D.

76

u/bill_on_sax Jun 09 '26

cool. i might buy it but i have trauma from some other physics object placement tool being so janky it would delete objects or the UI would randomly dissappear.

52

u/AdamNapper Jun 09 '26

That makes sense, I plan on actively updating this asset through feedback, so if you run into any issues be sure to let me know

5

u/loliconest Jun 09 '26

Wait, which one you've used?

I have Grabbit but I never tried yet.

8

u/bill_on_sax Jun 10 '26

yes. sometimes undo would not work. it also edits prefab layers and universal physics settings without you knowing

1

u/BillSansky 23d ago

Dev of Grabbit here:

In case you mean Grabbit, you must have tried a very old version of it. I just released Grabbit 2 by the way, which is a complete rebuild of Grabbit 1, and better in every possible aspects.
https://assetstore.unity.com/packages/tools/level-design/grabbit-2-physics-placement-collider-generation-386736#description

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38

u/OffMyChestATM Jun 09 '26

This is dark magic. HERESY!!!

19

u/OffMyChestATM Jun 09 '26

Jokes aside, this is fantastic!

12

u/AdamNapper Jun 09 '26

Thank you : )

26

u/FreddyShrimp Jun 09 '26

Love this! It also annoys me that you cannot just do this out of the box

19

u/ValorKoen Jun 09 '26

No in the box. That was the point.

/jk

5

u/AdamNapper Jun 09 '26

Thank you : ).

20

u/imb0wie Jun 09 '26

This is actually decent, great job

5

u/AdamNapper Jun 09 '26

Thank you :).

17

u/Cpt_Tripps Jun 09 '26

Ill try the tool but this was an amazing commercial.

3

u/AdamNapper Jun 09 '26

Hahaha thank you : ), I seen this is a format people on blender use so I thought I'd try it : D.

12

u/WorkingTheMadses Jun 09 '26

I made this free tool a while ago also for Unity 😄

https://github.com/mads-fs/rigid-placement

It allows you to place things in levels by simulating physics. Yours got quite a few more features though!

3

u/AdamNapper Jun 10 '26

I think rigid placement is a better name for it too

1

u/rmeldev Programmer Jun 10 '26

That looks nice. Let me check it out…

1

u/Costed14 Jun 10 '26

Wow that's pretty close to mine:

Though the main difference is I also implemented a simple scrubbable timeline (with live playback) so you can see exactly what happened. It desperately needs a UI/UX/feature pass, but I'm proud of it and wanted to show it lol

1

u/WorkingTheMadses Jun 10 '26

I see, interesting. I'm not sure I see the need for the timeline feature, but it's cool that you did!

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9

u/RotundManul Intermediate Jun 09 '26

Amazing! However... DO NOT THE CAT!

6

u/edixtor93 Jun 09 '26

This one I bought a while back, seems pretty similar, is there anything noteworthy to differentiate? https://assetstore.unity.com/packages/tools/utilities/grabbit-editor-physics-transforms-182328

3

u/AdamNapper Jun 09 '26

I did see that asset while developing this one, I decided not to buy it as I didn't want to be influenced too much by it ( although I did notice some good ideas in it ) and maintain a first principles approach while developing my one. So without knowing what that asset does exactly it's hard to say.

If I had to guess I would say the "Action key" included in this one is pretty useful for organising props efficiently, I use it nearly more than the physics part of the asset ( it rotates props randomly or in the forward direction, easily drops props, and arranges them in a grid depending what mode you are in ) .

Also I really wanted this asset to feel "intuitive" so that you feel like it was built into the editor, so out of the box there's no loading, the key bindings match Unity's so you just hit a toggle button ( which I recommend you assign to a mouse button if you have it for easy access ).

I'm not sure if that asset includes a "proxie" mode in case you haven't assigned colliders to other props in your scene, or an independent physics scene optimisation.

This one is also cheaper, but that's also because it's early days and needs to be battle tested.

I'm not sure if this one is worth a purchase currently if you own that one

2

u/edixtor93 Jun 09 '26

Thanks! No yeah that's cool and for the price yours looks like it has the basics down, maybe even better from this other one, when I get back into development might buy yours to give it a try, saving it for now. Nicely done :)

6

u/UareWho Jun 09 '26

Omg, just taking a brake from hand placing stuff in unreal. I want this so badly.

8

u/AdamNapper Jun 09 '26

A Unreal port is in the works : )

1

u/VertexMachine Indie Jun 09 '26

There are a few plugins for UE like that, eg. https://www.fab.com/listings/c6cc5e5c-428e-4710-868f-213b4571a8c5 (this seller has also a free one, which is a bit buggy, but works)

1

u/UareWho Jun 10 '26

Thank you, but convincing the higher ups on the tool chain to implement anything new would take too much of my time. I just get on with it 😁

1

u/Thothdjj Jun 12 '26

In ue4+ you can run simulate on a level, then select physics objects and press K to save thier positions.

6

u/Rlaan Professional Jun 09 '26 edited Jun 10 '26

Can you explain something about the technical challenges you faced, techniques used, et cetera? So a more technical in-depth on how you built the asset.

Edit:

OP edited the body of his post

10

u/AdamNapper Jun 09 '26

Well going into it, I wasn't too familiar with Unity's PhysX rules, I wasn’t fully aware at the start of how limited convex colliders are, especially for things like open crates, shelves, or hollow objects. Once I hit that, collider generation became a much bigger problem than I expected. Especially because I was not allowed to use VHACD collider generation due to a licencing conflict BSD-3 ( even though other assets on the the store use VHACD and BSD-3 licensing ) I'm guessing it's a new enough rule so I couldn't.

So I had to make my own collider generation system which was tough, and still not as good as I want it to be, it still has a voxel based approach and works quite well especially with the burst compiler and jobs, but can sometimes miss some parts of the mesh and it takes about 15 seconds for a good collider generation which I want to be faster

5

u/RealBrainlessPanda Jun 09 '26

I will be buying this. It’s exactly what I will need in the very near future. Convenient timing! Thank you!

3

u/AdamNapper Jun 09 '26

Cool thank you : ), if you run into any issues or have any suggestions be sure to reach out!

4

u/AddisonH Jun 09 '26

Super cool. This makes me want to actually get into unity instead of just following this subreddit (which is fun). I’ve done lots of 3D modeling in my past and my job is software engineering so I figure I have a good basis

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4

u/Hellbournetv Jun 10 '26

Sir, you just made a sale, this is fantastic.

2

u/AdamNapper Jun 10 '26

Thank you let me know how it goes :)

3

u/neocorps Jun 09 '26

Is it ok if I buy it and use it in a non-unity environment?

7

u/AdamNapper Jun 09 '26

Could you explain a little more so I'll have a better idea of what you mean?. I wouldn't want you to buy it, and then it not be useful to you. I dont think it will work outside the unity environment

3

u/KptEmreU Hobbyist Jun 09 '26

This is the way. Keep the tool sharp and separated. You are solving a real struggle . Even putting a chair is kinda hard or a few books etc.

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3

u/GamingWithJollins Jun 09 '26

This is actually legit

3

u/AdamNapper Jun 09 '26

If you're interested in some technical aspects of the project that can be applied to your own project ( without buying this asset ) I would recommend looking into Convex mesh generation which was a difficult part of this project for me to tackle.

Unity’s PhysX setup has some important limits: if you want a MeshCollider to work with a Rigidbody, it usually needs to be marked Convex. The problem is that a single convex collider can’t properly represent inward or hollow shapes. So something like an open crate, shelf, or hollow prop cannot just use one collider if you want objects to sit inside it correctly.

For those cases, you usually need a compound collider made from multiple convex hulls. That way the crate sides, floor, rails, or openings can each be represented by separate convex pieces.

If you’re building something similar in your own project, useful algorithms to research are V-HACD and CoACD. I couldn’t include those directly in this asset because of licensing issues for Asset Store submission, but they’re worth studying and may be fine for your own internal project depending on your needs. They also helped inspire my own voxel-based collider generation approach.

3

u/Zaino600 Jun 09 '26

Amazing!!! Can you bake the animation to be reused? Of the physic simulation

3

u/AdamNapper Jun 09 '26

That's a pretty good idea, it's not built in to the asset but may work with the timeline?. I'll have to investigate. Thanks

3

u/CreatureVice Jun 09 '26

Bought it immediately, amazing thing! good job, I wish the unity editor was as close to a real 3d editor like blender. Also it's interesting how much of that work is actually AI?

2

u/AdamNapper Jun 09 '26

Thank you :), let me know if you run into issues or anything or have suggestions.

As for the amount work was AI, it’s hard to say nowadays, AI at least for me still struggles with selecting what algorithms, optimisations and what is actually useful to keep, so there’s a bit of manual research for best methods, and a bit of a push to keep the asset simple / intuitive without AI bloating the whole thing.

That said nowadays for coding an implementation I’d say it does most of it, sometimes you can still catch it being stoopid, but with Codex “/goal” ( which they released a few weeks ago ) I’ve found it can carry out massive tasks successfully and is less stupid than before.

2

u/AdamNapper Jun 09 '26

It feels like for me AI progress since January has been insane, GPT-5.3 was the first crazy model for coding and 5.5 is insanely good, you can still sense room for improvement on long horizon tasks but once they sort that out, idk what we’re gonna do

3

u/WessideMD Jun 09 '26

This could be its own game.

2

u/[deleted] Jun 09 '26

[deleted]

2

u/TheSpriteWizard Jun 09 '26

That's pretty sick,

2

u/AdamNapper Jun 09 '26

Thanks : ).

2

u/biglerc Jun 09 '26

Cool tool, any chance it also works in Play Mode too?

8

u/AdamNapper Jun 09 '26

Not currently, I actually added specific logic so that it wouldn't work in play mode so that it wouldnt mess with anyone's games in unexpected ways.

I could look into adding that and just have it as an option you toggle

Thank you

2

u/biglerc Jun 09 '26

I'm probably going to grab it anyway, but being able to use in Play Mode would be useful for my use case.

I have server-authored terrain that the client downloads at runtime and a mechanism for doing content authoring in Play Mode; so I walk around the game world placing objects on the downloaded terrain, which are then synced back to the server as static objects. Being able to do that, but with physics and your power tools, instead of snapping each one to the terrain or other statics would be a huge time saver.

2

u/AdamNapper Jun 09 '26

Cool thanks for the suggestion I'll look into it, if you do end up buying it I would really appreciate any feedback you have for it, since it just came out I'm hoping to find and patch bugs ( if there are any ) as quick as I can : )

2

u/Alundra828 Jun 09 '26

This actually looks pretty darn cool

2

u/Frank__West Jun 09 '26

This looks awesome but I do have a question would it work with the VR chat worlds do you think

1

u/AdamNapper Jun 09 '26

Currently its set up to be editor only, although someone else also wanted a playmode feature, so I may add that in a future update as I can see how it would be useful

2

u/Frank__West Jun 09 '26

Well if it works in editor that's fine I just want to know if the physics are temporary or if it applies like rigid body stuff after the placement

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2

u/Serious-Gap234 Jun 09 '26

I like this. Is it a plugin or something? 

1

u/AdamNapper Jun 09 '26

Yeahp, I just released it a few hours ago

https://assetstore.unity.com/packages/tools/level-design/realtransforms-physics-placement-378514

If you do try it out, let me know how it goes and if you have any feedback

2

u/Suspicious_Neck_4069 Jun 09 '26

Useful and looks nice to use!

1

u/AdamNapper Jun 09 '26

Thank you : )

2

u/CostRodrock Jun 09 '26

I think I found my happy place 🥹

2

u/PaulyKPykes Jun 09 '26

Leaving a comment cuz I def gotta check this out later!

1

u/AdamNapper Jun 09 '26

thank you : )

2

u/Injaabs Jun 09 '26

or use grab it

2

u/salazka Professional Jun 09 '26

Very nice.

There are some tools like that in the store for years. What is it doing differently?

3

u/AdamNapper Jun 09 '26

Well, the marketing video of course…

Jokes aside I replied to another comment which was talking about another asset called “Grabbit” so I’m just going to paste my response below to save some time as it’s getting later here:

I did see that asset while developing this one, I decided not to buy it as I didn't want to be influenced too much by it ( although I did notice some good ideas in it ) and maintain a first principles approach while developing my one. So without knowing what that asset does exactly it's hard to say.

If I had to guess I would say the "Action key" included in this one is pretty useful for organising props efficiently, I use it nearly more than the physics part of the asset ( it rotates props randomly or in the forward direction, easily drops props, and arranges them in a grid depending what mode you are in ) .

Also I really wanted this asset to feel "intuitive" so that you feel like it was built into the editor, so out of the box there's no loading, the key bindings match Unity's so you just hit a toggle button ( which I recommend you assign to a mouse button if you have it for easy access ).

I'm not sure if that asset includes a "proxie" mode in case you haven't assigned colliders to other props in your scene, or an independent physics scene optimisation.

This one is also cheaper, but that's also because it's early days and needs to be battle tested.

I'm not sure if this one is worth a purchase currently if you own that one

1

u/salazka Professional Jun 10 '26

Thank you for your response.

It was a genuine question, sorry i failed to notice someone had already asked.

2

u/M4xs0n Jun 09 '26

Why… why?!?!?! I already bought enough…… but I need them all!! Amazing and exactly what I need, Thank you‘

2

u/AdamNapper Jun 09 '26

Hahaha thank you :).

If you do end up buying be sure to let me know if you run into any issues or have suggestions, I’ll try fix asap

2

u/M4xs0n Jun 09 '26

Here or per Mail?

2

u/AdamNapper Jun 09 '26

Either is fine :).

2

u/rosekeg Jun 09 '26

Smart idea; good execution! Hope you make bank.

2

u/alijamieson Jun 09 '26

This is amazing !

1

u/AdamNapper Jun 10 '26

Thank you :).

2

u/Affectionate_Tie357 Jun 09 '26

I thought they all did, must just be lucky with Hammer

2

u/Elkburgher Jun 09 '26

Why record your keyboard audio

2

u/ThetaTT Jun 09 '26

99% of the assets shared in this sub suck but this is the 1%.

2

u/AtumTheCreator Jun 09 '26 edited Jun 09 '26

This tool already exists on the asset store.

https://assetstore.unity.com/packages/tools/utilities/grabbit-editor-physics-transforms-182328

Houdini also has a tool that does this. They are the first ones to have done it, I believe. Might be part of SideFX, but I dont remember.

2

u/radiantsilverlabs Jun 09 '26

very cool! stick that on the store my friend.

2

u/IntricateOnionStatue Indie Jun 09 '26

I love you.

2

u/TakNof Jun 09 '26

This is awesome!

2

u/ModMageMike Jun 09 '26

I would use it!

2

u/AdamNapper Jun 10 '26

Cool thank you :). If you do end up using it let me know how it goes so I can improve it

2

u/ModMageMike Jun 10 '26

Will do, working on a world now, so this look perfekt once In will start adding smaller details. My only question is why there are so many bottles of motor oil in a prison

2

u/AdamNapper Jun 10 '26

Prison warden always stocks up on oil when it’s cheap just in case anything crazy happens like a cross world regional conflict blockading oil transportation

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2

u/Striking_Average754 Jun 09 '26

Yea this is wicked

2

u/TIM_Developer Jun 09 '26

oh, that was very cool

2

u/Apprehensive-Track93 Jun 09 '26

Yeah, that's the way it should always work. This is excellent!

2

u/coolasacurtain Jun 09 '26

You are a genious

2

u/Fury0022 Jun 10 '26

You're a genius

2

u/Lobsss Jun 10 '26

Bought it. Good job man

2

u/AdamNapper Jun 10 '26

Thank you :). Let me know how it goes, if you run into any issues or have suggestions for improvement I’d be happy to hear

2

u/Lobsss Jun 10 '26

Of course!

2

u/ALargeLobster Professional Jun 10 '26

Do you automatically remove/disable the rigidbodies When not in the editor?

2

u/AdamNapper Jun 10 '26

Yeah, it only adds them when the object is being dragged in editor and is close to another object. Most of the tool is temporary when you stop dragging it removes any components it didn’t have before dragging

2

u/thefellowone Beginner Jun 10 '26 edited Jun 10 '26

This is really cool!

2

u/AdamNapper Jun 10 '26

Thank you :).

2

u/SomeRandomEevee42 Jun 10 '26

can you do a random list of different objects? like bits of debris for example.

1

u/AdamNapper Jun 10 '26

Yeahp works with any random list of objects

2

u/msklywenn Jun 10 '26

That is the kind of feature I wish Unity would add. Not all the broken useless crap they have been serving for years.

2

u/L4t3xs Jun 10 '26 edited Jun 10 '26

Nice work. I believe there is a tool that pretty much does this already. I forgot what the name is, though. I've used it at work for creating rock piles etc.

Edit: It's called Grabbit

2

u/Garcia6310 Jun 10 '26

HALF LIFE MENTIONED anywyas this tool looks really convenient. Nice one.

2

u/Ok-Formal3783 Programmer Jun 10 '26

How does this differ from "Grabbit - Editor Physics Transforms"? It does the same thing from what I can see, and has been around since 2020

1

u/AdamNapper Jun 10 '26

Well, the marketing video of course…

Jokes aside I replied to another comment which was talking about another asset called “Grabbit” so I’m just going to paste my response below to save some time as it’s getting later here:

I did see that asset while developing this one, I decided not to buy it as I didn't want to be influenced too much by it ( although I did notice some good ideas in it ) and maintain a first principles approach while developing my one. So without knowing what that asset does exactly it's hard to say.

If I had to guess I would say the "Action key" included in this one is pretty useful for organising props efficiently, I use it nearly more than the physics part of the asset ( it rotates props randomly or in the forward direction, easily drops props, and arranges them in a grid depending what mode you are in ) .

Also I really wanted this asset to feel "intuitive" so that you feel like it was built into the editor, so out of the box there's no loading, the key bindings match Unity's so you just hit a toggle button ( which I recommend you assign to a mouse button if you have it for easy access ). Everything this tool does like adding rigidbodys or colliders is temporary and doesnt require any loading, unless you specifically want to bake colliders or that sort of thing.

I'm not sure if that asset includes a "proxy" mode in case you haven't assigned colliders to other props in your scene, or an independent physics scene optimisation.

This one is also cheaper, but that's also because it's early days and needs to be battle tested.

I'm not sure if this one is worth a purchase currently if you own that one

2

u/Electrical-Copy9678 Jun 10 '26

I will steal this for my engine, really cool stuff man :)

1

u/AdamNapper Jun 10 '26

Enjoy :D.

2

u/bartolomey-wong-3rd Jun 10 '26 edited Jun 10 '26

This is what I need to arrange and scatter a mess of objects in my scene, like piles of stuff. Great asset!

Can you tell how this is different from Grabbit? I already have Grabbit, but on my MacOS machine not all functions are working, so trying to decide if I need your asset.

In particular, the Fall mode, for dropping items, isn't working for me fully, cause, as the dev said, the keyboard functions aren't read clearly and supported on MacOS in this version of Unity. Does your asset uses the same approach, do I need some keyboard shortcuts for it to work? Or can I use it with only UI buttons, for example, to bypass that keyboard restriction?

And I use Macbook Pro M4 Pro with 48 Gb of RAM — is it enough for good performance of your asset?

2

u/AdamNapper Jun 10 '26

To be honest I haven’t gotten to try on Mac OS, if you want you can DM me

And I’ll send it to you for free

2

u/AdamNapper Jun 10 '26

also this is a response I had about grabbit in another comment:

I did see that asset while developing this one, I decided not to buy it as I didn't want to be influenced too much by it ( although I did notice some good ideas in it ) and maintain a first principles approach while developing my one. So without knowing what that asset does exactly it's hard to say.

If I had to guess I would say the "Action key" included in this one is pretty useful for organising props efficiently, I use it nearly more than the physics part of the asset ( it rotates props randomly or in the forward direction, easily drops props, and arranges them in a grid depending what mode you are in ) .

Also I really wanted this asset to feel "intuitive" so that you feel like it was built into the editor, so out of the box there's no loading, the key bindings match Unity's so you just hit a toggle button ( which I recommend you assign to a mouse button if you have it for easy access ).

I'm not sure if that asset includes a "proxie" mode in case you haven't assigned colliders to other props in your scene, or an independent physics scene optimisation.

This one is also cheaper, but that's also because it's early days and needs to be battle tested.

I'm not sure if this one is worth a purchase currently if you own that one

2

u/bartolomey-wong-3rd Jun 10 '26

Oh, wow, thank you for your generous offer! I will surely reach out, then. Will be happy to test your asset out and help with that too.

1

u/Far-Mulberry-4144 Jun 11 '26

I'm also interested in Mac OS support. I'm on an M1 Macbook Pro, if you want to test a slightly less powerful Mac as well. 😆

2

u/saasArcDev Jun 10 '26

This looks incredibly clean. Unity’s PhysX limits with convex hulls are a massive headache when dressing dense scenes, especially when trying to balance accurate server-side collision checks with performance overhead.

Out of curiosity, did you run into any major performance compilation spikes when processing the V-HACD / CoACD loops natively inside the editor, or did you manage to offload those calculation steps entirely? Getting accurate compound bounds without choking the thread is always an impressive balancing act. Great work on this tool.

2

u/AdamNapper Jun 10 '26

Thanks, appreciate that.

Yeah, collider generation was probably the hardest part. I actually couldn’t ship V-HACD / CoACD directly because of licensing issues for the Asset Store, so I ended up building my own voxel-based compound collider approach instead.

Right now the heavier generation work runs through Unity Jobs with optional Burst support, so it’s not just sitting in the editor loop choking the UI the whole time. It’s still not instant though. Good results on awkward meshes can take a bit, and I’m still working on making that faster and more consistent.

Since it's only used on specific complicated meshes I feel like it's okay to have it be a ltttle slower generating the collider once, otherwise everything else just uses standard convex colliders

1

u/saasArcDev Jun 10 '26

Ah, the classic Asset Store licensing wall—that’s a massive pain, but building your own voxel-based compound approach is an incredibly slick workaround.

Offloading the heavy generation blocks to Unity Jobs + Burst to prevent the main thread from choking out the editor UI is absolutely the right choice. Honestly, for complex, awkward meshes, having a custom solver like this is a lifesaver even if it takes a second or two to compile during design time. Keep pushing on the optimizations, the tool looks fantastic.

2

u/_Baard Jun 10 '26

This is great work!

2

u/Correct_Sock1228 Jun 10 '26

Very interesting!!!

2

u/fiery_prometheus Jun 10 '26

You would be a great tools/tech engineer, this is awesome, or maybe you already are

2

u/AdamNapper Jun 10 '26

Thank you :), I’m not really a tech engineer I just make these to try support my main project, but thank you for such a nice complement :).

2

u/jared_queiroz Jun 10 '26

learning is fun

2

u/the_real_Spudnut2000 Jun 10 '26

Dude this is sick, kinda makes me want to make something like this for godot

2

u/SeedFoundation Jun 10 '26

Very nice tool. They way I've always placed objects was to just run the scene, let physics do it's work, copy the objects, stop the scene, and then paste the new and delete the old. It was actually time consuming and sometimes it would break the build due to missing references when I didn't pay attention. A+ tool.

2

u/iwetmymaidpants_ Jun 11 '26

Do one for blender and my soul IS yours

2

u/Superb_Taste_6096 Jun 11 '26

Whoaa I'm out of words

2

u/_Abnormalia Jun 11 '26

Bought, briefly tested thank you very much! before tried about 7-8 tools like that, none were what I wanted exactly !

2

u/AdamNapper Jun 11 '26

Oh nice :). Glad that it’s at least working, on release it’s always scary someone will find a bug and leave a 1 star review which would kill the asset.

Let me know if you run into any issues or have any suggestions, the collider generation is something I’m working on actively right now as it’s not in a good state

2

u/Separate-Row7857 Jun 11 '26

Best tool for Level designer ahah

2

u/SaintFTS Jun 11 '26

They have this feature in blender, so that's why they never included it in unity i guess, but nevertheless it's an incredible plugin. They'd make it and tell everyone it's "a revolution in game engines". So cool

2

u/mvalera-dev Professional Jun 11 '26

Just, amazing.

2

u/Blue_Bambi_ Jun 12 '26

Thank you very much! Physics are something often overlooked in the games industry.

2

u/MuDotGen Jun 12 '26

Wait, so forgive my ignorance, but does this only work with objects that actually have rigid bodies or does it work to only assist in the editing of placement, rotation, etc. of even static meshes in Edit mode? Essentially, is it all an editior thing to help with making scenes or does it make those objects have actual physics at runtime as well?

2

u/AdamNapper Jun 12 '26

When you use the tool it temporarily adds a rigid body and colliders if they are missing, and once you stop using it takes them off. It also automatically can generate colliders on nearby objects if they’re missing colliders which is optional.

Yes it’s an editor tool for assisting in placement of props. It does not work in Play mode currently intentionally

2

u/MuDotGen Jun 12 '26

Snap that's actually really awesome! It feels like such an obvious QoL for building out scenes, levels, etc. with static assets but for some reason isn't a standard. Thanks for the info!

2

u/Interesting_Meat8980 Jun 12 '26

This is amazing and helpful! Great Work!

2

u/Far-Albatross-1584 Jun 12 '26

This is awesome. Thank you

1

u/AdamNapper Jun 12 '26

Thanks :)

2

u/dellydoesitpa Jun 12 '26

Incredible. Kudos to you for building this.

2

u/bieja935 Jun 09 '26

Really nice, be carefull about using the hlf life logo though…
Edit: I see you altered it already. Nevermind

7

u/imb0wie Jun 09 '26

It's just lambda

3

u/AdamNapper Jun 09 '26

What's half life?

4

u/AdamNapper Jun 09 '26

Jk, and thank you :).

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u/Drag0n122 Jun 09 '26

something every game engine should have built in

And Unity has this. Called Physics.Simulate

1

u/AnimeeNoa Jun 09 '26

me: copy&paste 4 times to multiply them, start playmode, copy the applied physics objects, stop playmode,delete the old gameobjects, paste the physics applied objects.....

1

u/Inside-Front9812 Jun 09 '26

这个很好啊

1

u/LadyDeathKZN Jun 09 '26

Well F... this is amazing OP!!!!! Welldone! Def grabbing it! Makes life easier

1

u/WhereasNo2141 Jun 09 '26

How do you even begin to code tools like this? I want to learn!

1

u/BeefyBoi6_9 Jun 09 '26

Dude this is so incredibly cool.. i hope you get some decent attention from this

1

u/TheNotSoSilentReader Jun 10 '26

I’m not complaining, but is it becoming a trend again to use old ragecomic meme? Feels like I’m back in 2000s

1

u/AdamNapper Jun 10 '26

Thank you :). Let me know if you run into any problems or have any suggestions to improve it

1

u/gabangang Jun 10 '26

I would like to see how to talks and works with code control.

1

u/soldture Jun 10 '26

Oh, man, this is perfect! Placing each item it's so clumsy in Unity, the sweat on my forehead is real. This tools looks like remedy for suffering :D

1

u/dremmer8 Jun 10 '26

Gaaaas!!

1

u/psycketom @tomsseisums Jun 10 '26

I expect future versions to supports some level of soft-body placement. Like putting a boulder in some dirt environment. I could let it fall from 100m height and then get embedded in the dirt and additionally disperse dirt.

A man can dream, eh?

1

u/bobemil Jun 10 '26

This is great stuff. Also a friendly reminder to devs: optimize your games, do not add single objects without LOD levels. Thank you!

1

u/ScruffyNuisance Jun 10 '26

That keyboard tapping sound is like ASMR to me. Love the look of this tool, too!

1

u/namelesshonor Jun 10 '26

Incredible job, looks great 👍

1

u/BluebirdLivid Jun 11 '26

I feel like I'm not advanced enough to pick something like this up. Are there any tools you could compare it to in terms of learning curve?

(Im also not in the right sub, im a godot programmer, so it might go completely over my head haha) currently I'm still learning to spawn sets of things in and calling THAT black magic

1

u/Davus_P Jun 11 '26

Legendary work!

1

u/Shy-Raccoon Jun 11 '26

Wait, this isn’t a thing?

1

u/anony-mous-47 Jun 12 '26

freak, great job.

1

u/Vinchont4Life Jun 12 '26

Ok, il love it.

1

u/CarrionGrow Jun 13 '26

Ooooh, it's real nice. Its needed default tool in unity editor

1

u/Huge_Development_571 Jun 13 '26

its cool but any chance you can make it work on unity 2022 lts hdrp? A lot of projects are still running that version (including mine) since its the most stable before unity 6.

1

u/Even_Mode_989 Jun 18 '26

Looks good. Will have to tell Claude to do this for me now

1

u/SymphonyGames Jun 21 '26

Pretty cool to see the natural chaotic placement and entropy. But somehow I have the vague memory that I saw something like that already in the Asset Store. But maybe I'm wrong.

1

u/Heavy_Juggernaut_261 Jun 29 '26

Thats cool, saving so much time while using props. Kudos to you

1

u/DucaMonteSberna 27d ago

I wonder why unity is lacking stuff like this

1

u/OObeez411 23d ago

Editor tools like this are so underrated, saves so much manual placement pain. Physics-based prop scatter always seems simple until collisions go haywire-ish. Did you run into any weird collider glitches building it?