I updated my physics based level design tool Grabbit. The original was released back in 2011, so improvements were much needed. Let me know what you think! Level Design is the main application of the tool and I want to make it as good as possible.

I updated my physics based level design tool Grabbit. The original was released back in 2011, so improvements were much needed. Let me know what you think! Level Design is the main application of the tool and I want to make it as good as possible.

It's available for Unity, and essentially it lets you place objects with physics rather than using traditional transform handles. I completely reworked the core and the UX of it. I am more of a Game Designer than a Level Designer, though, so I'd be interested in the perspective of people who have the level designer hat. Let me know what you think or what you'd expect from a tool that does this :)

Here's the trailer of the tool, it gives a good overview of what it does:
https://www.youtube.com/watch?v=kFyTxSJU9nE

u/BillSansky — 21 hours ago
▲ 34 r/UnityAssets+1 crossposts

I rebuilt my physics placement tool Grabbit from scratch. It was released back in 2021, and the new version is a whole new level of Physics placement. I'm here to gather feedback and your impressions!

This is Grabbit 2, a ground-up rebuild of the tool I've been working on since 2021.
The core idea is to make transform tools that collide properly for realistic prop placement in edit mode without any setup or anything added to game objects.

A rebuild was needed to fit the newer version of Unity and the new Scene tools, and so I rebuilt it almost entirely to also fix some of the common issues that people reported on the first version.

If you tried Grabbit in the past or are new to Physics transform tools, I'll be more than happy to hear your thoughts and feedback!

I'm incredibly happy with the end result of the update, it is all I dreamt of Grabbit being 5 years ago :)

New in 2: around twenty new operations across five modes (including new Create and Select modes), baking the generated colliders permanently onto prefabs as native colliders or convex meshes so you can use them at runtime, full hotkey support and native scene toolbar integration, and MCP support so AI assistants can place and scatter things with physics-accurate results.

If you own Grabbit 1 the upgrade is $6. I'll continue support Grabbit 1 for earlier Unity versions.

Happy to answer anything about editor-time physics and collider generation! It made me go down the rabbit hole for many years, I think I know a thing or two about it now :D

u/BillSansky — 21 hours ago

I rebuilt my physics placement tool Grabbit from scratch. Feedback on the result much appreciated!

This is Grabbit 2, a ground-up rebuild of the tool I've been working on since 2021.
The core idea is to make transform tools that collide properly for realistic prop placement in edit mode without any setup or anything added to game objects.

https://www.youtube.com/watch?v=kFyTxSJU9nE

A rebuild was needed to fit the newer version of Unity and the new Scene tools, and so I rebuilt it almost entirely to also fix some of the common issues that people reported on the first version.

New in 2: around twenty new operations across five modes (including new Create and Select modes), baking the generated colliders permanently onto prefabs as native colliders or convex meshes so you can use them at runtime, full hotkey support and native scene toolbar integration, and MCP support so AI assistants can place and scatter things with physics-accurate results.

Happy to answer anything about editor-time physics! It made me go down the rabbit hole for many years, I think I know a thing or two about it now :D

I'm mostly interested here to know your thoughts on what I could add or the kind of tools that feel important in that kind of physical transform context.

If you've tried Grabbit one in the past, I'm also interested to know what you were missing in it!

u/BillSansky — 1 day ago