Transform¶
Move, rotate and scale the selected components with Unity's regular Move, Rotate and Scale tools. The handle appears at the selection's pivot.
Extrude while you drag
In edge or face mode, hold Shift when you start dragging a Move, Rotate or Scale handle: the selection is extruded first, and the new geometry follows the handle. Extrude and transform are a single undo step, and the Move tool shows the extruded distance in the Scene view.
Pivot and orientation¶
Origin sets where the handle sits:
| Origin | Pivot |
|---|---|
| Center | The center of the whole selection. |
| Individual | Each selected element transforms around its own center. |
| Custom | A position you stored with Set Custom Pivot. |
Orient sets how the handle is rotated:
| Orient | Axes |
|---|---|
| Global | World axes. |
| Local | The object's axes. |
| Normal | Aligned to the selection's surface direction. |
| Edges | Aligned to the selected edges. |
| Custom | A rotation you stored with Set Custom, or set with Point to, which aims from the custom pivot toward the selection. |
Press Z to cycle through the origins and X to cycle through the orientations. Both shortcuts can be changed in Unity's Shortcuts window, under Modelling.
Custom pivots¶
With Origin set to Custom:
- Set Custom Pivot stores the center of the current selection.
- Edit moves the stored pivot with a handle in the Scene view.
- Auto Update Custom Pivot moves the stored pivot along with the selection when you use Move.
Custom Orient works the same way, with Auto Update Custom Orientation following Rotate.
You can also press D in the Scene view to edit the pivot, starting from where the handle is: the first press edits its position with a handle, the second its rotation, and the third finishes. Esc cancels.
Transform Options¶
- Lock on axis
- Restricts the transform to the chosen axes.
- Proportional Transform
- Also moves nearby unselected components, fading with distance, for smooth soft edits. Turn it on with Activate, then set the Radius of the effect and its Falloff shape: Smooth, Sphere, Root, Sharp, Linear, Constant, or a Custom curve. Domain decides what counts as "nearby": everything within the radius (World), or only components connected to the selection (Connected).
- Proportional 2-Axis Scaling
- A toolbar toggle. When you drag one of the Scale tool's plane handles, which scale two axes at once, both axes scale by the same amount.
Numeric Transform¶
Type exact values instead of dragging:
- Choose Move, Rotate or Scale.
- Enter the values and press Apply. Reset clears them.
- Absolute
- Moves the pivot to the typed world position, instead of moving by that amount.
- Flip Normals
- When a scale mirrors the faces (one or three negative axes), flips them so they keep facing outward.
- Flip UVs
- When a scale is negative, mirrors the UVs too. Faces with automatic UVs become manual.
Repeat it
Press Enter in the Scene view to repeat the last move, rotation or scale, dragged or typed, on the current selection. See Repeating the last action.
Object pivot¶
The Object Pivot overlay in the Scene view works on the selected Editable Mesh object's own pivot, its Transform. Its buttons move or rotate that pivot without moving the mesh:
- Show Object Pivot
- Draws the selected object's pivot in the Scene view.
- Align To Selection Pivot
- Moves the object's pivot to the pivot of the current component selection.
- Orient To Selection Pivot
- Rotates the object's pivot to the orientation of the current component selection pivot.
- X, Y and Z
- Move the object's pivot to the start, middle or end of the mesh's bounds on that axis: Left, Center or Right; Bottom, Middle or Top; Back, Center or Front.
- Bake Transform
- Position, Rotation, Scale or All bakes that part of the object's transform into the mesh, while the mesh and its child objects stay where they are.
Drop to Ground¶
With components selected, Drop to Ground (Alt+Shift+D) moves every vertex of the selection straight down onto the surface below it, so the selection follows the ground. The mesh's own colliders are ignored. With objects selected instead, the same command drops the whole objects; see Drop to Ground.
Snapping¶
Press Shift+V to turn snapping on or off. The Snapping overlay in the Scene view (its title reads Snapping: On or Snapping: Off) sets what the selection snaps to and how close it has to be. The same options are in the Snapping section of the Modelling settings, for the Scene view and for the UV View.
| Option | What it does |
|---|---|
| Activate Snapping | Turns all the chosen snap modes on or off at once, without changing them. Same as Shift+V. |
| Snap To Selected Only | Only uses the selected objects as snap targets. |
| Use snapping outside Edit Mode | Allows snapping while using tools outside their main edit mode. |
| Grid | Snaps to the grid, every Grid Size. |
| Vertex, Edge, Face Surface | Snaps to vertices, to edges, or to any point on a face. |
| Edge Center, Face Center | Snaps to the middle of edges and faces. |
| Spline Knot | Snaps to spline knots. |
| Increment | Moves in fixed steps. |
| Surface (Collider) | Snaps to the colliders in the scene. |
| Projected Edge, Projected Face | Snaps to visible edges or faces projected along an axis. Automatic follows the axis of the handle you drag, or the normal of a plane handle; dragging freely needs X, Y or Z. |
Most modes have a Tolerance: how close the cursor has to get before that target catches it. The UV View has fewer modes: the UV grid, vertices, edges, and edge and face centers.