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Spawning with Create & Collections

Create mode turns Grabbit into a prop-spawning tool. Instead of dragging existing objects, you spawn new ones from an Asset Collection, a weighted list of prefabs, and let physics settle them into the scene. It's built for dressing environments quickly: scatter rocks, fill a crate, line a shelf, or paint clutter one click at a time.

Asset Collections

An Asset Collection is a small asset that holds a list of prefabs and how to vary them. Create one from Assets > Create > Jungle > Asset Collection.

Each entry in the collection is a prefab plus an optional list of properties that control how it spawns:

Property What it does
Weight How often this entry is picked in Random order; higher weight means more frequent
Scale Jitter Randomly varies the spawned object's scale within a range, so copies aren't identical
Rotation Jitter Randomly varies the spawned object's rotation, for natural-looking variety

Entries use a flexible property list, so an entry only carries the variation you actually want; leave jitter off for objects that should always spawn uniform.

Per-entry jitter vs. the mode-wide Randomize

The Scale Jitter / Rotation Jitter above live on a collection entry, so they only affect that entry. Create mode also has its own Randomize controls (in the Scene View overlay) that add random rotation and/or scale to every spawned object, whatever the source (prefab, collection, or duplicate). Use the entry jitter for variation tuned per prefab, and the mode-wide Randomize for a quick "don't make these clones" pass. The two stack.

Asset Collections are shared

The same Asset Collection model is used elsewhere in the Jungle ecosystem (for example, prefab painting tools). A collection you build for Grabbit can be reused by those tools too.

Setting Up Create Mode

  1. Activate Grabbit and click Create in the overlay.
  2. Pick a Source: Collection or Duplicate (copies of the scene objects or project prefab assets you have selected).
  3. Choose an operation from the dropdown: Drop, Throw, Box, or Layout.
  4. (Collection, or Duplicate without Keep Arrangement) Choose an Order: Random (weighted) or Ordered (sequential).
  5. (Duplicate only) Turn on Keep Arrangement to spawn the whole selection together as one cluster.
  6. Decide whether Settle With Gravity is on.

Quick settings

Control Effect
Source Where new objects come from: Collection or Duplicate (selected scene objects or project prefab assets; prefabs spawn as instances)
Operation Drop (spawn under cursor), Throw (launch toward cursor), Box (fill a volume), or Layout (live copies along a line, ring or box)
Keep Arrangement (Duplicate) Spawn the whole selection together as one cluster, keeping the objects arranged the way they are right now. Count then sets how many copies of the cluster to spawn
Order Random (pick by weight / among the selected objects) or Ordered (cycle through entries / selection in order). Hidden when Keep Arrangement is on
Settle With Gravity On: spawned objects fall and settle. Off: they appear in place and just push apart from overlaps

Drop

Drop spawns the configured Count of objects under the cursor; aim with the preview disc.

  1. Pick the Drop operation from the dropdown.
  2. Set Count: how many objects to spawn.
  3. Press Space to spawn. Hold Space to keep settling.

Grabbit instantiates Count objects at spread-out positions, picking prefabs from the source by your chosen Order and applying each entry's scale/rotation jitter. All the new objects become your selection and settle (or depenetrate, if gravity is off). Press Space again to add more.

Throw

Throw launches the configured Count of objects from the camera toward the point under the cursor, then lets them arc and land.

  1. Pick the Throw operation from the dropdown.
  2. Aim by pointing the cursor at where you want the objects to land.
  3. Press Space to throw.

A Throw Strength field tunes the launch force as a multiple of what's needed to reach the aimed point: 1 lands the batch right on it, higher overshoots, lower falls short (the base force is solved per object, so a mixed-size batch all reaches regardless of distance). Spread Radius scatters the batch around the aimed point. The newly spawned objects become the active selection and settle where they land.

Box

Box fills a draggable volume with many objects at once.

  1. Pick the Box operation from the dropdown.
  2. A box appears in the scene. Move it with its position handle, resize it with the face handles, and turn it with the ring. The box lines up with Handle Direction (Ground follows your view), so it can run along a diagonal.
  3. Set Count: how many objects to spawn.
  4. Press Space to fill. Keep Space held and the batch settles under gravity; release to freeze it.

Layout

Layout lays copies out along an adjustable shape, adding or removing them live as you drag the layout handles. It is the array tool: a fence of posts, a colonnade of pillars, a shelf of books, a field of crates. Like the other Create operations it takes a Source: Duplicate copies the object(s) you have selected, or Collection lays out picks from an Asset Collection so a row can mix assets. A tap places the copies exactly where the layout puts them (hold Space if you want them to settle under gravity instead).

  1. Pick the Layout operation from the dropdown.
  2. Pick a Source: Duplicate (then select the object(s) to copy) or Collection (then assign an Asset Collection; Order sets how each copy's prefab is picked).
  3. Choose a Shape: Line, Spline, Radial, or Volume.
  4. Drag the scene handles. Copies appear live to fill the shape; the count updates as you go.
  5. Press Space to place them. The copies (and, for Duplicate, the originals) stay selected, and the layout handles reset to their starting placement, ready to drag out the next batch without stamping a second set on top.

Line and Spline follow Handle Direction

How the Line and Spline end handles behave follows the shared Handle Direction setting (cycle with X):

  • Ground (default): each handle rides the surface under the cursor as you drag, so you draw the path straight onto your scene. Drag over empty space and it keeps the height where you grabbed it.
  • Absolute: the handles become free transform gizmos you move anywhere in space, on the world axes, with no surface snapping, for laying a row through the air.
  • Camera: the handles ride the surface as in Ground, and the whole line drapes straight down onto the ground between them, so every copy follows the terrain even over bumps a straight line would skip.

Tap to place, hold to settle

A tap of Space places the copies exactly where the layout puts them. Holding Space instead lets them fall and settle under gravity (handy for dropping an array onto uneven ground); they freeze where they land when you release.

Layouts

Shape Handles Fills with
Line Two end handles (their behaviour set by Handle Direction) Copies evenly along the line between them
Spline Two end handles plus two curve (tangent) handles (behaviour set by Handle Direction) Copies evenly along the curve, so a row can bend around corners
Radial A radius handle, plus a pole handle to tilt the ring's plane A ring of copies around the selection
Volume A movable, resizable box A grid of copies filling the box

Spacing & randomize

Control Effect
Spacing Gap between copies as a multiple of the copied object's own size (for a Collection, the largest prefab in it). 1 sits them edge to edge, below 1 overlaps, above 1 leaves gaps. Tighter spacing fits more copies into the same line, ring or box
Rotation (mode) The same unified rotation control as the other ops: Maintain Initial keeps each copy's source/prefab rotation, Keep Upright stands each copy up (flattening the Flatten axes, default pitch and roll, keeping heading), Free leaves it to physics. It sets only the placed pose; dropped copies are free to tip during settle
Position Wobble Random position offset per copy, in world units, so a row reads as natural instead of perfectly regular
Rotation (randomize) Give each copy a random turn (per-axis range) on top of its base orientation, so they don't all face the same way. With Keep Upright, the random spin is flattened too, so copies keep a random heading but still stand up

With the Duplicate source, the slot that lands on an original is skipped, so your selection is never doubled in place. Copies preview as real objects but stay out of the hierarchy until you press Space, which places them all in a single undo step.

Collisions & regenerating

By default the preview copies physically collide into place: they push apart from each other and off the scene as you drag, so a row laid along a bumpy surface settles onto it instead of clipping through. Two controls tune this:

Control Effect
Ignore Collision Snap the copies straight to the layout without colliding, so they always reset cleanly when you move the handles. Turn it off to let the copies collide and settle as you arrange
Regenerate Copies Rebuild every copy from scratch on the current layout. A copy blocked by scene geometry it can't move through can get pushed far from the shape and stay stranded there; this clears the stuck copies out and lays them out cleanly again

Duplicating a group together

When the Source is Duplicate and you have several objects selected, turn on Keep Arrangement to spawn them all together as one cluster, exactly the way they're arranged in the scene right now, instead of spawning one of them per press. This is the quick way to stamp out a composed set, say a table with its chairs, a stack of crates, or a little rock formation, without rebuilding the layout each time.

With Keep Arrangement on:

  • Count becomes how many copies of the whole cluster to spawn, and copies are spaced apart so they don't overlap.
  • The cluster keeps its members' relative positions, rotations, and sizes, so the global Randomize Rotation / Scale options are skipped for it.
  • It works with all three operations: Drop a cluster under the cursor, Throw a cluster (it flies as a rigid group), or Box-fill a volume with clusters.

Leave gravity off if you want the cluster to land exactly as arranged; with gravity on it falls and settles like any other spawn.

Tips

  • Use Ordered for sets, Random for crowds. Ordered cycling is handy when a collection represents a sequence (e.g. numbered tiles); Random with weights is best for natural scatter.
  • Turn off Settle With Gravity when spawning onto vertical or angled surfaces where you don't want things sliding off; they'll just depenetrate where they land.
  • Keep surfaces still: by default, only your selection takes part in the simulation, so floors and walls are already static obstacles. If you want specific objects to stay live (falling, toppling) around your spawns, flag them with Simulate Selected in the overlay's Live Objects section.