[OFFICIAL] ProGrids: Grid + snapping extension for Unity 3D

Powerful Grids + Snapping for Unity
Fast: Allows quick, precise level construction
Customizable: Real-time control of grid settings
Powerful: Works on all axis and objects

Purchase for $25 on the Asset Store, or online at “www.sixbysevenstudio.com/progrids

New- Download ProGrids Free Edition!
ProGrids Free lets anyone try out the core functionality of ProGrids- grid snapping and visual grids -and experience the rapid increase in productivity, efficiency, and quality that it can yield.

ProGrids is another sixbyseven tool that aims to introduce an industry standard feature to Unity 3D- grids! While it might not be the most flashy or eye-catching tool, it will quickly become the one tool you always, always use. There’s a very good reason every serious game engine (and 3d package) has a grid system- its simply essential.

With the grid toggled ON, anything you move in the Unity Editor, from any view port, will snap to the grid as it moves. The object is not just moving in increments- this is real, precise grid snapping at work! You can always toggle the grid snapping OFF or ON with a single click via the floating control panel.

Visually, ProGrids will display a grid overlay in all isometric views (top, front, left, etc). It automatically detects and displays the correct grid for each axis, and even colors the grid for easy identification.

Need to change the grid’s snap size? From the panel, simply choose the unit type (meters, centimeters, feet, or inches), and type the desired snap size. Both the visual and “functional” grid will update instantly!

This tool is free when you purchase “ProBuilder” directly online, at “www.sixbysevenstudio.com/probuilder

Here’s a quick video of ProGrids being used (in conjunction with ProBuilder, naturally), to build the “Temple Stairs” scene:

This tool isn’t flashy, but it really will speed up your workflow 10-fold, here’s another recent user testimonial:

Thanks!

Bump with another recent testimonial?

Just updated to v1.3.4, now includes “Angle Guidelines”, which are very handy for 45 degree offsets. Free version also updated to allow 25cm grid increment, much more useful for testing out.

Also, another recent comment from a ProGrids user:

Hi,

Really enjoying this asset, it’s been transformative for setting out modular levels in Unity, rather than trying to work out positions of instances in my modelling apps. Much easier just to export objs back out of Unity if I need to model against the layout for some reason. So thanks!

I’ve been wondering if it’s possible to have the control points for the 2D polygon colliders snap to the grid along with everything else? I’d like to use Prototype to quickly flesh out 2.5D levels, and because I need to rebuild the poly colliders manually around the meshes, if I could snap them this would be really helpful. Of course if you know of anyway to simply generate a 2D collider in prototype, that would be even better!

Regards,
Nick

I’ve run into a small but annoying bug: the “Show Grid” setting isn’t saved across editor sessions. I’m using Unity 4.5 on OS X 10.9.3, and every time I start up, ProGrids shows the grid. I toggle it off with the button directly under the On/Off button in the control panel, but when I start the next time the grid is showing again and I have to turn it off again.

Sorry to ask But I am new to Unity and trying to build a Run-Time level Creator so Is Progrid Just an editor or it provides a snapping function at runtime also to snap object in realtime like in tower defence game …If yes than I am definately going to buy it… Please help …!!

Hi Den! ProGrids is editor-only, sorry.

Hi Ken! We’ll get this fixed up ASAP, sorry for the delay. Should be a simple fix, coming up quick.

Hi Nick-

I think the best method, and one that I believe Karl has already began at least pondering, is to simply generate proper 2D colliders automatically. Could you make a Feature Request in the ProCore Forums, over at “www.procore3d.com/forum”? Thanks!

Can you explain what is meant by “generate proper 2D colliders automatically”?

I’ve created an object with a PolygonCollider2D, and when editing the collider points with the “edit collider” button, the points don’t snap to the grid. Is this somehow not a “proper” 2D collider?