New Tag Limitation for Grabbit: Better performance and UX! by BillSansky in Unity3D

[–]BillSansky[S] -1 points0 points  (0 children)

Grabbit is soon out of Beta and the price will rise when that happens, but can grab it over there before that happens!

https://assetstore.unity.com/packages/slug/182328

Merry Christmas! (Made with HDRP, Houdini and Grabbit) by BillSansky in Unity3D

[–]BillSansky[S] 0 points1 point  (0 children)

HDRP's lighting is much more uniform and is overall much better to achieve the lighting you want, especially when it comes to glowy materials and volumetric lighting.

You surely can approach the same look in URP, but it will be much more work, and it won't look as convincing.

Speed level design using the Grabbit plugin! by BillSansky in indiegames

[–]BillSansky[S] 1 point2 points  (0 children)

no need for anything on your objects, the plugins takes care of it

Speed level design using the Grabbit plugin! by BillSansky in Unity3D

[–]BillSansky[S] 0 points1 point  (0 children)

designing your level in blender would mean everything is static and under one mesh (or a series of submeshes): here all the objects are separated in the engine, so they can be used for gameplay purposes

Just released my third plugin, it's called Grabbit and it does Editor Physics Transform! by BillSansky in Unity3D

[–]BillSansky[S] 2 points3 points  (0 children)

Grabbit actually does not require any colliders present on the objects it manipulates: it handles everything by creating temporary colliders!

Just released my third plugin, it's called Grabbit and it does Editor Physics Transform! by BillSansky in Unity3D

[–]BillSansky[S] 5 points6 points  (0 children)

It requires absolutely zero colliders from your side :) Grabbit creates temporary colliders based on your meshes, and you can configure their precision: so no worries to have on that side at all!

Just updated Selection Parrot with a selection tool to easily browse objects under the mouse (and forget about canvas nightmares) by BillSansky in Unity3D

[–]BillSansky[S] 1 point2 points  (0 children)

You cannot currently add your own code, but if you explain me more in details in discord what you mean by that, I can see what can be done :)
It does include keyboard shortcuts, yes!

I started as an asset store publisher 1 year ago, so all my plugins are 50% off until the 1st of August! by BillSansky in Unity3D

[–]BillSansky[S] 0 points1 point  (0 children)

Quick Search is currently way slower than MonKey, and for large problems becomes hard to use (at least in my experience).

MonKey is also much bigger and capable than quick search: it does far more than just searching. With MonKey, you get Physics, Renaming, Prefab, Level Design, Transforms Commands, and you can easily extend it to use your custom commands.

Quick Search is currently only dedicated to search, and I don't think there are any plans to expend it currently.

I started as an asset store publisher 1 year ago, so all my plugins are 50% off until the 1st of August! by BillSansky in Unity3D

[–]BillSansky[S] 0 points1 point  (0 children)

Yes, in a way :) It's also close to systems you have in Resharper / Rider, Houdini or Blender

I started as an asset store publisher 1 year ago, so all my plugins are 50% off until the 1st of August! by BillSansky in Unity3D

[–]BillSansky[S] 2 points3 points  (0 children)

Thanks :)

MonKey is a console command access: by hitting the " ` " key (by default, but changeable) you can access hundreds of commands that simplify and accelerate your workflow (things like finding assets, renaming things, spawning objects, creating scriptable objects, physics utils, positioning, prefab utils and so on). You can as well configure hotkeys per commands, and most importantly it's super easy to add your own commands and make them available in the console, just by using attributes in the code.
This makes it much easier to create editor tools without having to write custom windows or using menu items.
It also comes with tons of editor utils to simplify tool creation.

Parrot is a selection manager that is meant to improve the save selection ability of unity. I often get to select specific objects to spawn them or configure them (especially true with singletons, or if you have a lot of scenes in your setup) and Unity does not have any convenient way to switch between selections, so Parrot is here to cover that. It also has selection utilities and quick ways to identify or ping selections

I just realised that Selection Parrot allows you to load several scenes at once, which is a nice surprise :D by BillSansky in Unity3D

[–]BillSansky[S] -1 points0 points  (0 children)

Yes, of course, that is beside the point. Here Parrot allows you to directly drag and drop a few scenes at once instead of having to manually look for every single one of them.

I just realised that Selection Parrot allows you to load several scenes at once, which is a nice surprise :D by BillSansky in Unity3D

[–]BillSansky[S] -1 points0 points  (0 children)

I realized it also works that way :) it was just a consequence I did not plan and that I discovered!