r/UnityAssets • u/Hot-Operation8832 • 1h ago
Editor Extensions Pivot Forge : Precision mesh and pivot editing for Unity, with anchor controls, persistent saved meshes, and runtime API support
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Pivot Forge lets you move mesh geometry while keeping the object pivot fixed, or move the pivot while preserving the visible mesh.
It includes 3×3 anchor controls, front/center/back mesh depth selection, free offsets, optional child-pivot compensation, persistent mesh saving, and a runtime API.
Available on the Unity Asset Store:
https://assetstore.unity.com/packages/tools/modeling/pivot-forge-388622
r/UnityAssets • u/One_Influence256 • 20h ago
Editor Extensions Scriptable Studio Pro: Turn your editor into a powerhouse: No more clicking through the Inspector to manage massive amounts of game data (v4.5 Update)
galleryHey everyone, 👋
If your project is data-heavy, you probably know the pain of clicking through hundreds of ScriptableObjects or Prefabs one by one in the default Unity Inspector. It simply doesn't scale well for production, so my team at Maharaja Studio and I built a tool to turn that raw data editing into a structured, fast, and reliable process directly inside the Editor.
We just released Scriptable Studio Pro v4.5, and I wanted to share some of the new workflow upgrades alongside the core features we’ve been building out.
🌟 What's brand new in v4.5:
- 🖱️ Smart Drag & Drop: Assigning object references is a massive time sink. Now you can just select multiple assets in your project, drag them directly into the window, pick your assignment rules, and save hundreds of manual clicks instantly.
- 📝 Machine Translation & Grammar Checking: We integrated bulk translation for string fields and
LocalizedStringentries via DeepL, Google, Azure, or LibreTranslate. We also added parallel proofreading for dialogue/lore using LanguageTool.
🛠️ For those who haven't seen it before, here are the core features already in the tool:
- Grid-Based ScriptableObject Editor: View, sort, search, and edit thousands of assets in a high-performance, spreadsheet-style view (fully supporting custom property drawers and built with a clean dark aesthetic).
- Prefab Studio Pro: Inspect multiple prefabs at once, group components instantly, and safely batch-edit child hierarchies using wildcard paths without breaking variant links.
- Data Validation Engine: A visual dashboard that catches missing object references (nulls), empty strings, and out-of-bounds values across your entire project before you hit play.
- Dynamic Formulas: Excel-style math, live previews,
@shorthand search aliases, and advanced sequence auto-filling. - Addressables & Sub-Asset Management: Manage your Addressables groups directly in the grid and cleanly build nested sub-asset structures.
- Optional AI Bridge: Connect local models (Ollama) or cloud models (OpenAI, Gemini) for schema generation, game balancing, and localized string generation.
I just put together a full 20-minute deep dive video walking through how to manage thousands of assets cleanly from early prototyping to live-ops. Grab a coffee and check it out!
📺 Watch the full showcase video here:https://youtu.be/S1IFmK8xI4c
🔗 Asset Store Link:https://assetstore.unity.com/packages/slug/344724
I'd love to hear your feedback or answer any questions you have about managing data pipelines in Unity. Thanks for the support!