I’ve just finished developing my plugin for Unity called “Blender Actions”.
The plugin introduces Blender’s gizmo and hotkey-based actions into Unity’s editor, allowing for 3x faster level building and 5x faster collider editing. Here is the video showcasing the plugin in action:
Basically the plugin allows you to transform objects and collisions with a hotkey-based gizmo - the same way it works in Blender. All the features are supported: axis lock for transformations, vertex snapping for translation/rotation and scale, 3D cursor and rotation/scaling objects around it as well as rotating/scaling objects with a set number of degrees/fractions. All hotkeys are fully rebindable at any time.
The tool directly injects itself into the editor, requiring no components/GameObjects or any other extraneous items in your scenes. It can be turned on or off at any time, is deactivated by default when you first add it to your project and if after some time you decide to remove the plugin - Unity will think that you were using standard tools all along.
If you like what you see - please like the video or leave a comment - it is very important to me. In order to sell this plugin on the Asset Store I will need to change my legal status in Unkraine, which requires time and money. If there is little interest in this plugin, I will most likely not sell it.
The plugin is currently in open beta stage. If you would like to try it - please contact me at cubrman [at] gmail [dot] com
Having seen your complaint about lack of feedback in another thread, your thread title could use some work.
I don’t usually browse this section, but even if I did “Blender Actions” don’t interest me. What might interest me is the boosted productivity. So maybe “Boost productivity with hotkey-based Gizmo [open beta]” might get you some more clicks?
Note that I’m not your target market. Something that gets my attention might be overlooked by the people who would be interested in buying your stuff, so you’ll have to research/test yourself.
I just bought it and will try it out in the next days. If it works smoothly this will be great! Oh and by the way I found it because Blender is in the name, just as a different perspective fyi
Please always feel free to contact me if you have any troubles or suggestions, I am more than willing to improve and grow the instrument but I need feedback for that.
It works for rotation and scale, I did not add it for translation because it made little sense to me at the time. If you can explain how it could be useful to you and esp. why you can’t just do the same using the inspector’s Transform component menu I might consider adding it.
One more thing, if you have the time, please write a review. My asset is next to invisible on the store due to lack of reviews and every single one would be very helpful now.
This looks great, and it’s competitively priced. But you’re expected to do your own promotion on the tried-and-true channels, meaning Facebook, Twitter, Reddit etc… Your Gizmo deserves to be seen by many users, good luck.
Thanks for your kind words. Be sure I am doing my best promoting it on those channels without being too annoying in the process. I am planning to release a series of videos on how to best utilize the plugin followed by 2 articles on either 80.lv or Gamasutra but reviews are out of my power that is why I am calling for help.
So far I am very pleased! I wrote a review on the asset store.
I am not sure how hard it would be to implement, but it would be cool to have a little submenu for Shift-A with the built-in primitives as additional choices. That being said, I know you cannot implement and maintain the whole of Blender in Unity
I might add it in together with ProBuilder support as it would make sense to go together. I’ve recently seen a plugin on reddit that introduces just that, but activates with the right mouse (or something) but I can’t find it now.
Are you asking about plugin working at runtime? If you do, then no, unfortunately this plugin is only working in the editor. Right now there are no plans as to adding runtime functionality.
move the buildings back and snap them to the edge of the road with a [CTRL] vertex snapping
You can also just move the buildings across the X axis while holding down [SHIFT] to achieve very precise eyeball-positioning.
This way you road can be not just 6 meters wide but 6.1823791827389712 meters wide and you will still get a perfectly arranged and snapped together level. If you absolutely need the meter-snapping, I believe Unity’s grid has exactly 1 meter wide cells so you can just try snapping to a grid. Blender Actions is designed to solve situations where your objects are imperfect and imprecise and need to be positioned at weird angles, for clear cases there are many much easier solutions.
Sorry, but I don’t think I will be adding meter movement into my plugin for now.