Transforms Settings

Pivot Mode

You can choose how the prefab brush tool will treat your object pivot. Besides the mesh original pivot, you can choose between bounds center, bounds center bottom, or bounds center top pivot. Also added new modes recently: Center Forward & Center Back, Center Left & Center Right

Pivot Modes

MeshPivot: Represents the pivot point of the mesh itself, typically the origin defined in the 3D modeling software.

Bounds_Center: The center of the object's bounding box, calculated as the average of all vertices' positions.

Bounds_Center_Bottom: The center of the bottom face of the object's bounding box, useful for aligning objects to the ground.

Bounds_Center_Top: The center of the top face of the object's bounding box, often used for stacking objects.

Bounds_Center_Forward: The center of the front face of the object's bounding box, aligned with the forward direction.

Bounds_Center_Back: The center of the back face of the object's bounding box, opposite to the forward direction.

Bounds_Center_Left: The center of the left face of the object's bounding box, relative to its local coordinate system.

Bounds_Center_Right: The center of the right face of the object's bounding box, relative to its local coordinate system.

Prefab_Brush_Pivot_Component: Uses a custom pivot point defined by a PrefabBrushPivot component.

Align To Hit

You can align your objects to the hit surface angle (or normal). Just check the "Align to Hit" toggle.

You can also choose which axis (X, Y, or Z) to align

Rotation, Scale & Offset

You can set the default rotation, Scale, and offset. All of them can be a fixed value or a random value.

Uniform Random Scale

Add variety in size without compromising the original shape of your prefab. By selecting "Random_Uniform" for scale type, you'll get a synchronized random Vector3 with consistent values on every axis.

Last updated