Questions about using the GameObject brush with the grid system (scale, pivot, editing code)

Attaching an image and the Unity script for reference.

  1. Cells have a “scale”, which appears to overwrite the scale of the prefab, with the default at 1:1:1. I don’t want this. Due to a pretty core aspect of my game I have a bunch of prefabs that have a large variety of scale differences. I just want to use the scale of the prefab without worrying about setting the scale in the brush every time I use an object with a different scale.

  2. Is there any way to set things so that, for instance, the bottom left of my prefab object is always the bottom left of the grid cell I choose? There are “pivot” and “anchor” options but pivot just seems to select a cell with some offset from the cursor and and anchor just seems to dictate where the middle of the object will appear.

  3. Is there any way to hack at the code myself? Whenever I try to modify the GameObjectBrush script it just reloads itself without the modifications. Is this due to serialization? Is there a way to change it so that it will allow modifications?

  4. Are there any 3rd party plugins (preferably free) that expand upon Unity’s 2D grid / tilemap systems? Years ago lots of people used TK2D since it built upon Unity’s 2D stuff but they don’t really support modern Unity versions.

8745678--1184607--gameobject-brush-issue.png
8745678–1184610–GameObjectBrush.cs (34.3 KB)

regarding “3. Is there any way to hack at the code myself? Whenever I try to modify the GameObjectBrush script it just reloads itself without the modifications. Is this due to serialization? Is there a way to change it so that it will allow modifications?”

if you’re modifying the script in a package folder then the mods you make are lost. Try using a different name for the class and saving it elsewhere.Nothing to do with serialization - my code editor (Rider) warns me if I open a file from a package folder but maybe yours does not.

#4, yes. Check out the asset store.