Here’s an asset package of useful utilities to simplify Unity scene editing. I use them every day in my game development and hope they’ll be useful to other developers. Feel free to use, modify or share them. If you do so, please let me know, especially if you find any bugs or improvements.

There’s an included Readme.pdf file but read on for a rundown of the included menu operations you’ll find under the new GOE Unity Editor Menu.

Prefabs

Create : Create new prefabs from selected gameobjects. Opens a dialog to select output folder location. (Works with multiple objects)

: Create new prefabs from selected gameobjects. Opens a dialog to select output folder location. (Works with multiple objects) Apply : Applies changes to selected gameobjects. (Works with multiple objects)

: Applies changes to selected gameobjects. (Works with multiple objects) Apply-Activate : Same as previous, but activates each gameobject before applying

: Same as previous, but activates each gameobject before applying Apply-Activate-ResetTransform: Same as previous, but also resets transform before applying

Export

Meshes as .asset: Creates an .asset file from any procedurally generated mesh.

Create

New GameObject : Creates a new gameobject in scene. If multiple objects are selected, the new object will average the position of the selected objects.

: Creates a new gameobject in scene. If multiple objects are selected, the new object will average the position of the selected objects. New Child : Creates a new child of the current object.

: Creates a new child of the current object. New Sibling : Creates a new sibling to the current object.

: Creates a new sibling to the current object. New Parent : Groups the selected objects and creates a parent object

: Groups the selected objects and creates a parent object New Parent (copy orientation): Same as previous, but copies the orientation of the selected object

Select

Parent : Replaces current selection with the parent of the active gameobject

: Replaces current selection with the parent of the active gameobject Sibling

Next : Selects the next sibling in the grouped hierarchy

Selects the next sibling in the grouped hierarchy

Previous : Selects the previous sibling in the grouped hierarchy

: Selects the previous sibling in the grouped hierarchy Children : Replaces current selection with all children of the active gameobjects

: Replaces current selection with all children of the active gameobjects Add Children: Add all children of the active gameobjects to the current selection

Visibility

Enable All : Activate all selected gameobjects

: Activate all selected gameobjects Disable All : Deactivate all selected gameobjects

: Deactivate all selected gameobjects Toggle Enable : Toggles the activate state of all selected gameobjects

: Toggles the activate state of all selected gameobjects Solo Enable : Activate the selected gameobject and disables all it’s siblings

: Activate the selected gameobject and disables all it’s siblings Solo Enable All: Same as above, but recurses up the hierarchy solo enabling all the parent branches

Align

Pos to Selected : Align the position of selected gameobjects to the active

: Align the position of selected gameobjects to the active Rot to Selected : Align the rotation of selected gameobjects to the active

: Align the rotation of selected gameobjects to the active Pivot on Selected : Align the camera view to the pivot point of the selected gameobject

: Align the camera view to the pivot point of the selected gameobject Place on Ground: Place the selected gameobject on the ground

Origin

Reset to Min XYZ : Reset the origin of the selected gameobjects to the min XYZ of the bounding boxes of all combined children

: Reset the origin of the selected gameobjects to the min XYZ of the bounding boxes of all combined children Reset to Min Y : Reset the origin of the selected gameobjects to the min Y of the bounding boxes of all combined children

: Reset the origin of the selected gameobjects to the min Y of the bounding boxes of all combined children Reset to Center : Reset the origin of the selected gameobjects to the center of the bounding boxes of all combined children

: Reset the origin of the selected gameobjects to the center of the bounding boxes of all combined children Reset to Parent: Reset the origin of the selected gameobjects to the parent location

Utility

Show Bounds : Displays a window with the bounding dimensions of the selected gameobject, including all it’s children.

: Displays a window with the bounding dimensions of the selected gameobject, including all it’s children. Show Local Position : Displays a window with the local position of the selected gameobject

: Displays a window with the local position of the selected gameobject Show Local Rotation : Displays a window with the local rotation of the selected gameobject

: Displays a window with the local rotation of the selected gameobject Show Local Scale : Displays a window with the local scale of the selected gameobject

: Displays a window with the local scale of the selected gameobject Notes: The Vector3 can be copied from the popup windows

Attach

To Parent : Move the selected gameobjects up one level in their hierarchy

: Move the selected gameobjects up one level in their hierarchy To Active: Attach the selected gameobjects to the active object

Propagate

Static to Children : Propagates the static attribute of the selected gameobjects to their children

: Propagates the static attribute of the selected gameobjects to their children Layer to Children: Propagates the layer of the selected gameobjects to their children

Ordering

Reorder selection: Adds numerical prefixes to the selected objects to create a ordinal ordering

Find

Missing Scripts : Searches the selected gameobjects for any missing scripts

: Searches the selected gameobjects for any missing scripts Missing Scripts Recursive: Same as above, also searching through the children of the selected

Sincerely,

Carmine.