The Five Modes¶
Everything Grabbit does is organized into five modes, Select · Create · Place · Arrange · Scatter, switched from the row of buttons at the top of the Scene View overlay, or with a per-mode key (which also launches Grabbit when it's off). Each mode hosts a small set of operations, and one key, Space, is the primary action across all of them. This page covers each mode, its operations and options, and the shared overlay controls.
The Scene View Overlay¶
When Grabbit is active, an overlay docks to the Scene View. From top to bottom it gives you:
- Mode strip: Select · Create · Place · Arrange · Scatter. Each mode has its own signature colour: Select blue, Create brown, Place orange, Arrange violet, Scatter cyan. The current mode's button is filled in; with Show Help on (below), each button also shows its key.
- Interaction line: a large, always-visible line describing the current mode and operation and how to use it, including what Space does right now (for example "Hold Space to drop" or "Press Space to distribute").
- Bake status:
⚙ Baking colliders: N remaining...appears while colliders generate in the background (see Colliders & Baking). - Object info: for a selection, its name(s) and count, bounds size, collision status (
Colliding/Clear), and the collider Grabbit is using (Mesh pieces (N)/Simple shapes (N)/Rough shape/Own colliders). - Options: the operation dropdown for the current mode plus that operation's settings. These change as you switch modes and operations.
- Constraints: freeze position or rotation per axis, plus Rigid Group and Move Sub-Objects Independently (below). Everything here governs how a driven selection moves, so the whole section hides in Select, which never moves; the freezes still show in Create. Select instead offers Compare Sub-Objects in its own Filters, driving the same setting as Move Sub-Objects Independently.
- Simulation: physics Quality preset plus the movement-feel and damping sliders; its contents adapt to the current tool (below). Hidden in Select, which never simulates.
- Indicators: the scene-view visualizations: Show Colliders, Collision Indicators and Ground Ray (below). In Select, Collision Indicators and Ground Ray hide (they only mean something while Grabbit moves a selection); Show Colliders stays.
- Live Objects: Simulate Selected / Clear All, with a
Simulated: N object(s)readout. Flagged objects stay live physics bodies even when they aren't selected, so the scene settles realistically around what you place (below). - Bottom row: on the left, an Options (gear) button that opens the full Settings, the Baked Colliders button, and a Panels button that chooses which sections float as their own Scene-view strips (below); in the centre, a small keys legend; on the right, Show Help and Exit.
Satellite strips¶
Some sections can leave the main panel and float as their own dockable Scene-view toolbars ("strips"), toggled from the Panels button in the overlay's bottom row. Strips appear with Grabbit and leave with it, and while a strip is on, its controls leave the main overlay so nothing shows twice.
The one to know is the Handles strip, docked by default at the top of the Scene view, just under Unity's own toolbar. It holds Grabbit's three cross-operation settings in one fixed spot, so you always know where to look for them instead of hunting through each operation's options:
- Handle Direction, how the move handle is aligned: which way the drag arrows point. Ground (default) turns them to follow where you are looking but keeps up pointing up; Camera aligns them fully to the view; Absolute locks them to the world axes. Cycle with X. In Create ▸ Layout it also sets the Line and Spline end handles: Ground sticks them to the surface, Absolute frees them to move anywhere, and Camera drapes the whole line onto the ground.
- Rotation, how driven moves steer rotation: Maintain Initial (default) turns objects with the on-screen rotation handle; Keep Upright stands them up (a Flatten row picks the axes); Free leaves rotation untouched and hides the handle. Cycle with Z.
- Collisions: Normal → Ignore Each Other → Ignore Everything. Cycle with C.
All three are shared preferences: change one anywhere (strip, overlay, or cycle key) and it changes everywhere. Turn the Handles strip off and the same three controls appear inline in the current operation's Options block instead.
The Modes strip (the mode buttons) and Indicators strip are also on by default; the Constraints strip is off. A single Grabbit visibility button docked in the Scene view's bottom toolbar hides or shows all the strips at once, and is the always-there recovery point if you've hidden everything.
Controls: keys and Space¶
Every key lives in Unity's Shortcut Manager (Edit ▸ Shortcuts → category "Grabbit 2") and is rebindable:
- Per-mode keys launch Grabbit (if it's off) and switch to that mode, laid out left-to-right to match the toolbar: U Select, I Create, O Place, P Arrange, [ Scatter.
- Tab cycles through the modes; 6–0 pick the operation by its position in the current mode, and A / . cycle the operation forward / back (you can also pick it from the Options dropdown).
- C cycles the Collisions mode (Normal → Ignore Each Other → Ignore Everything), a quick way to toggle collision handling without reaching for the dropdown. Active only while Grabbit is running.
- X cycles Handle Direction (which way the move arrows point: Absolute → Ground → Camera). This reuses Unity's own Toggle Pivot Orientation key, but only while Grabbit is running; the rest of the time X keeps its normal Unity meaning.
- Z cycles the Rotation mode (how driven moves steer rotation: Maintain Initial → Keep Upright → Free, governing Place ▸ Move / Point and Arrange ▸ Align / Level). Same idea as X: it borrows Unity's Toggle Pivot Position key while Grabbit is running (not a one-to-one meaning, just the same principle), and Z keeps its normal Unity behaviour otherwise.
- Space is the primary action. How it behaves depends on the operation:
- Hold operations (Box, Move, Point, Orient, Align, Cramp) run only while Space is held and freeze on release.
- Press operations (Level, Randomize, Explode, Nudge, Spawn, and all Select picks) apply once per tap. For Spawn, holding keeps spawning more. For Randomize, Explode and Nudge, the tap applies the scatter once and holding then lets gravity settle the result for as long as you hold (releasing freezes it where it is); a fresh tap is what re-rolls or re-blasts, not the hold.
If you forget a binding, turn on Show Help (bottom-right): it reveals each option's current key inline on the mode buttons, the operation rows, and the cycle keys, alongside per-operation how-to notes. It reads live from the Shortcut Manager, so the labels stay correct after you rebind.
There's no manual pause toggle. The simulation pauses and runs automatically from the current operation: Hold operations start frozen and run while you hold Space; Press operations run live as needed.
| Key | Action |
|---|---|
| U | Select mode (launches Grabbit if off) |
| I | Create mode |
| O | Place mode |
| P | Arrange mode |
| [ | Scatter mode |
| Tab | Cycle the mode (Select → Create → Place → Arrange → Scatter, wraps) |
| 6 / 7 / 8 / 9 / 0 | Pick the operation by position in the current mode |
| A / . | Cycle the current operation forward / back |
| C | Cycle the Collisions mode (Normal → Ignore Each Other → Ignore Everything) |
| Space | Primary action of the current operation (hold to run Hold ops, tap to apply Press ops) |
| X | Cycle Handle Direction of the move arrows (Absolute → Ground → Camera) |
| Z | Cycle the Rotation mode (Maintain Initial → Keep Upright → Free) |
Constraints¶
The Constraints widget has two rows of X/Y/Z toggles:
- Pos: freeze movement on an axis (e.g. lock Y to keep objects at a fixed height).
- Rot: freeze rotation on an axis.
A frozen axis is highlighted. The freezes apply to whatever Grabbit drives, including the batch Create spawns as it settles, so they show in every moving mode. The whole Constraints section is hidden in Select, which never moves anything.
Rigid Group: welds the whole driven selection with joints so it moves as one rigid piece with no member drift. Useful for moving a group of objects as a single block while still colliding with the scene.
Move Sub-Objects Independently: sits at the top of the section. In the moving modes it grabs each mesh of a prefab as its own body so they shift and settle separately. Select never moves anything, so it hides the whole Constraints section and instead offers the same choice as Compare Sub-Objects in its Filters (see Select), where it sets whether Similar Size / Similar Shape compare each mesh or the whole prop.
Simulation¶
The Quality dropdown is the one dial for speed vs accuracy. It sets the collider each object is moved with, the physics steps per update, the solver effort, and whether continuous collision detection runs:
| Quality | Behavior |
|---|---|
| Low | Single rounded collider and the fewest steps: fastest, good for very large selections |
| Medium | Fitted box / sphere / capsule shapes: balanced speed and accuracy |
| High | The full baked collider, precise on concave shapes (the default) |
| Ultra | High plus continuous collision detection: catches fast or thin contacts |
Below Quality, two toggles control how Grabbit sources colliders for the selection:
- Use Existing Colliders: use colliders already on the object instead of generating new ones.
- Generate Only If None: only generate decomposed colliders when the object has no colliders of its own.
Both are live; changes take effect on the next grab.
Ignore Invisible Colliders (on by default): skip colliders that have nothing visible behind them (no renderer). Turn it off to collide against invisible geometry too; the visualizer draws each invisible collider in red when they are included.
Quality shows whenever a tool runs physics (every mode except Select). Most of the other sliders apply to driven ops, operations where Grabbit actively steers the selection toward a target (all of Place, and all of Arrange and Scatter); the free-fall Create settle just lets gravity act. The rest of the section is mode-aware: it only shows the controls that affect the current operation:
| Control | Effect | Shown for |
|---|---|---|
| Follow Speed | Top speed objects travel toward the target, raise it if moving feels too slow | Driven ops (all of Place, and all of Arrange / Scatter) |
| Softness | The one "delicacy" knob. Low snaps straight to the target and reacts fast (snappy, but can buzz against surfaces); high gives a floaty trail, eases objects onto surfaces they're pushed into so they settle instead of jittering, and lets overlaps ease apart softly. (Folds in the former Anti-Jitter and Collision Damping controls.) | Driven ops |
| Motion Damping | How quickly moving objects shed speed and settle: 0 = floaty and slippery, 1 = heavy and damped (drives both sliding and spinning) | Driven ops |
The free-fall Create settle and Select don't drive objects toward a target, so they show only Quality (Select hides the whole section). The damping values are general, the same ratio carries across every tool, but they're surfaced here per tool so you can adjust the feel without leaving the mode.
Indicators¶
The Indicators section holds three scene-view toggles: Show Colliders (draw the collision shapes Grabbit uses), Collision Indicators (highlight contacts as they happen: a red wash over each touched object, the exact hit collider outlined, contact points dotted, and hit object names labelled), and Ground Ray (off by default: drop a ray straight down from each selected object to the surface below it, drawing the line, a marker at the hit and the vertical distance, so you can see how high each object floats and where it would land; a ray never lands on another selected object). Collision Indicators and Ground Ray both track a moving selection, so they hide in Select, which never moves; Show Colliders stays available there.
Live Objects¶
By default only the objects you've selected take part in the simulation; everything else is a static obstacle. Simulate Selected flags the current selection as always-live physics bodies; they keep falling, toppling and getting pushed around even when they aren't selected, so a scene settles realistically around whatever you're placing. Flagged objects show a translucent green outline and a Simulated label, and a Simulated: N object(s) readout tracks the count. Clear All removes every flag. Selecting a flagged object hands it to the normal move drive; deselecting returns it to free simulation.
Select¶
Select changes what you're working on, so the other modes act on the right set of objects. It's the first mode in the toolbar (default key U) and never moves anything; it only adds to or removes from the selection. It works in three parts: the operation picks a zone (where candidates come from), the Filters narrow that zone down, and Combine folds the result into your selection. Whatever the current settings would pick lights up blue in the Scene View; press Space to apply.
Operations: the zone¶
The Operation dropdown chooses where candidates come from:
- Volume: a handle at the center of your selection (or the Scene View pivot when nothing is selected) with a draggable shape around it.
- Shape: Box (drag the six faces to size it, or the ring to turn it), Sphere (drag the radius), or Circle (a flat ground disc with a height band). The box lines up with Handle Direction, so Ground turns it to follow your view; the ring adds any extra turn on top.
- Pivot Only: count objects only when their pivot is inside, not when any part overlaps.
- Height Band: (Circle only) how far the disc reaches above and below its plane.
- Center On Selection: re-center the handle on the current selection.
- On Screen: everything currently visible in the Scene View.
- Current Selection: re-uses what's already selected as the candidate set, so the filters narrow your existing selection.
Combine¶
Combine is the expand-and-shrink switch that decides how the picked result folds into your current selection:
| Combine | Effect |
|---|---|
| Replace | Swap the selection for the result |
| Add | Grow the selection with the result |
| Subtract | Remove the result from the selection |
| Intersect | Keep only objects in both |
Filters¶
Filters narrow the zone down to objects that resemble a reference. Set Compare To to Any Selected (match any object in the selection) or Active Object (match just the last-clicked one). Enable any combination; they all have to pass:
- Same Model: same source Prefab, shared Mesh, or Either (the Match option).
- Similar Size: within a Tolerance % of the reference's size (its longest side).
- Similar Shape: same proportions as the reference whatever its size, within a Tolerance %. A small crate matches a big crate; a cube does not match a plank. Orientation does not matter (a box lying down matches the same box stood up).
- Same Resting Level: resting at the same height, within a Tolerance. Turn on Shared Support to instead match objects sitting on the same surface beneath them (a downward probe).
With no filters on, the zone is selected as-is.
By default the filters compare whole props (a prefab and its children count as one object). Turn on Compare Sub-Objects (in the Filters group) to compare each mesh on its own instead, so Similar Size and Similar Shape measure the piece you picked rather than the whole prop. It drives the same setting as Move Sub-Objects Independently in the other modes.
Example
Pick a chair, switch Compare To to Active Object and turn on Same Model, then use On Screen + Combine ▸ Add to grab every other copy of that chair in view, or Volume + Subtract to carve a region back out of a big selection.
Create¶
Create spawns new objects into your scene. Spawned objects are added to your selection and settled by physics. Pick where the objects come from with the Source dropdown, and how they spawn with the operation dropdown.
Source: where new objects come from:
| Source | Spawns |
|---|---|
| Collection | Weighted picks from an Asset Collection (the Order field, Random / Ordered, appears here) |
| Duplicate | Copies of the scene objects or project prefab assets you currently have selected (prefabs spawn as connected instances) |
To stamp out copies of a single prefab, select it in the Project window and use Duplicate; there is no separate Prefab source. A mixed selection of scene objects and prefab assets round-robins across all of them.
Switching to Create while scene objects or a project prefab asset are selected drops straight into Duplicate (and defaults the operation to Drop), so the selection becomes the thing you stamp out; each Space duplicates the live selection. A merely-selected object held as a duplication source is not moved; only objects Create actually spawns settle under gravity.
Operations: the spawn mode, picked from the operation dropdown:
| Operation | What it does | Space |
|---|---|---|
| Drop | Spawns the Count of objects under the cursor, aim with the preview disc | Press to spawn (hold to keep settling) |
| Throw | Launches the Count of objects from the camera toward the point under the cursor, then lets them arc and land | Press to throw |
| Box | Fills a draggable box volume with the Count of objects | Press to fill |
| Layout | Lays copies along a line, ring, or box grid with live handles, from either Source (duplicates of the selection or picks from a Collection); see Layout | Press to place (hold to settle under gravity) |
Above a count of one, spawned objects are separated by bounding-box overlap so they don't appear inside each other. There is no separate Spawn button; Space is the only commit path.
Two placement controls tune where the batch lands:
| Control | Effect |
|---|---|
| Throw Strength | (Throw only) how hard objects launch toward the aimed point, as a multiple of the force needed to reach it: 1 lands them right on the point, higher overshoots, lower falls short (the base force is solved per object, so a mixed batch all reaches regardless of size or distance) |
| Spread Radius | (Drop and Throw) how far around the target point the batch is scattered; 0 aims them all at one spot (still separated so they don't overlap) |
Randomize: give each spawned copy a random rotation and/or scale so a batch doesn't read as identical clones. Applies in every spawn mode and to every source, and stacks on top of any per-entry Rotation Jitter / Scale Jitter a collection already carries.
| Control | Effect |
|---|---|
| Rotation | (on by default) random rotation per spawn, set per axis with a two-way (Min–Max) slider over 0–360° (one row each for X / Y / Z). A 0–360 span gives a fully random spin around that axis; a narrower span biases it; a 0–0 span leaves it fixed |
| Scale | (off by default) random uniform size per spawn, picked between Min Scale and Max Scale (multipliers of the object's own scale) |
The range fields appear only while their toggle is on.
Settling: whether spawned objects fall and when they stop:
| Control | Effect |
|---|---|
| Settle With Gravity | Let newly spawned objects fall and settle under gravity instead of freezing in place |
| Settle | (gravity on) After Time keeps settling for at least the Settle Time, then until the objects come to rest; When At Rest has no minimum and just settles until they rest. Both wait for the objects to actually stop before freezing, so nothing is ever parked mid-fall |
| Settle Time | (After Time) the minimum time, in seconds, spawned objects keep settling after a Space tap (they then keep going until they rest) |
Either way, spawned objects settle until they actually come to rest before they freeze, and holding Space keeps it settling for as long as you hold, then parks them where they land. (The Rest Speed — how slow counts as settled — and a Max Settle Time safety ceiling are general tuning; they live in Settings ▸ Advanced.)
Because Create has its own workflow around collections, it has a dedicated page:
→ Spawning with Create & Collections
Place¶
Place positions the selected objects, and they collide and settle as they go. Pick the behavior from the operation dropdown: Move (the default), Box, or Point. To let objects fall and settle under gravity, hold Space in Move or Box, there is no separate Drop operation.
All Place operations share a Collisions choice at the top of the Options:
| Collisions | Effect |
|---|---|
| Normal | Collide with everything (the default). |
| Ignore Each Other | The selected objects pass through one another but still rest on the scene: pack a group tight without it shoving itself apart. |
| Ignore Everything | The selection passes through the scene too, so nothing blocks it from where you're putting it. |
(The same choice is available in Arrange and Scatter, except Scatter ▸ Cramp, which gathers a contact-formed pile and always collides.)
Box¶
The way to space a group out. With 2+ objects selected a blue spread box wraps the selection with draggable faces. Drag a face and the objects spread to fill the box; each keeps its relative spot as the box grows or shrinks, physics resolves overlaps, and releasing a face refits the box around them. Drag the ring to turn the box, and it lines up with Handle Direction (Ground follows your view), so the spread can run along a diagonal. With no face grabbed, hold Space to let the selection fall and settle under gravity, so Box doubles as a settle pass.
| Control | Effect |
|---|---|
| Teleport When Too Far | (On by default.) While a face drag spreads the objects, snap any object straight to its spot in the box once it gets farther from that spot than the Too Far Distance, instead of grinding it through whatever is in the way. Unlike Move, each object is judged by its own distance to the box, so an object blocked behind geometry jumps to its spot while nearer ones keep sliding in physically |
| Too Far Distance | How far an object may get from its spot in the box before it jumps there, as a multiple of the selection's overall size. (Shared with Move's Too Far Distance; only shown when Teleport When Too Far is on.) |
| Rotation | How Grabbit handles rotation while the spread pushes the objects apart: Maintain Initial (default) holds each object at the rotation it had when you entered Box, so a face drag never tumbles it; Keep Upright stands objects up as they spread, flattening the rotation target (a Flatten X/Y/Z row picks which axes to zero, default pitch + roll, keeping heading); Free leaves rotation untouched so objects tumble naturally as they collide. (This governs the face-drag spread; the Space-hold gravity settle always lets objects fall freely.) |
(To space a group out without leaving Move, use its scale handles instead, described below.)
Move¶
The default Place operation. Drag the selection freely with the move handle; objects slide along surfaces and avoid overlaps. Hold Space to let the selection fall and settle under gravity, then release to freeze it where it lands. Three handle sets share the center on widening radii so they never fight for the same click: the move handle (innermost) drags the group, the rotation handle turns it, and an outer ring of scale cubes spreads it apart or pulls it together.
| Control | Effect |
|---|---|
| Handle Direction | Which way the move arrows point: Ground (default) yaws the arrows to follow where the camera looks but keeps up pointing up, so vertical drags stay vertical; Camera aligns them fully to the view (the flat square handle drags across the screen plane); Absolute locks them to the fixed world axes. The direction is captured while the mouse is up and held through a drag, so the arrows stay still as the camera orbits mid-drag. This is a shared preference: the same control appears on every operation with a draggable move handle (Create's spawn box and layout, Select's Volume, Scatter's Explode and Cramp, Arrange's Align), and changing it in one place changes it everywhere. By default it sits on the Handles strip at the top of the Scene view (cycle with X); it appears here in Options only when that strip is off |
| When Too Far | What happens once the selection runs farther than the Too Far Distance from the handle: Teleport snaps it to the handle; Pass Through glides it through obstacles (collisions off) until the handle is close again, then settles; Do Nothing just lets it trail behind, blocked by whatever is in the way |
| Too Far Distance | The leash length that triggers When Too Far, as a multiple of the selection's overall size: big or spread-out groups get a longer leash, small ones a tighter one. It's the limit the yellow gizmo draws. (Hidden in Do Nothing mode, where it has no effect.) |
| Rotation | How Grabbit handles rotation: Maintain Initial (default) turns objects with the full on-screen rotation handle and otherwise keeps their rotation; Keep Upright stands them up, flattening the rotation target (a Flatten X/Y/Z row picks which axes to zero, default pitch + roll, keeping heading) while showing a heading disc so you can still aim their yaw; Free leaves rotation untouched and hides the handle. (The heading disc is hidden if you also flatten Y, since then there's no heading left to aim.) Like Handle Direction, this is a shared control that lives on the Handles strip by default (cycle with Z) |
| Readjust On Release | When you let go, snap the move handle back onto where the objects actually came to rest, so it stays attached to them. Off leaves the handle where you dragged it, so grabbing again can tug the objects back to that spot |
The movement-feel sliders (Follow Speed, Softness, Motion Damping) live in the Simulation section and apply while you Move.
With 2+ objects selected an outer set of scale cubes also appears, one on each axis, sitting beyond the rotation rings so the move, rotate, and spread controls keep separate grab zones. Drag a cube outward to spread the group along that axis or inward to pull it together. Each object keeps its direction from the center and simply moves nearer or farther, so the formation grows or shrinks evenly and physics resolves any overlaps as they close in.
Point¶
Slides the selection onto the surface under your cursor: raycast a wall, floor, or any collider and the objects move to that point. Hold Space to run: the selection follows the cursor across surfaces. By default (Settle With Gravity on) holding the cursor still lets the objects fall and settle where they are, and moving again picks them back up; release to freeze them. Turn Settle With Gravity off to instead have them stay put wherever the cursor stops, without ever falling. (This was the "Modify ▸ Point" operation in earlier builds.)
| Control | Effect |
|---|---|
| Rotation | How Grabbit handles rotation: Maintain Initial (default) drives the seeded orientation; Keep Upright stands objects up as they follow the surface, flattening the rotation target (a Flatten X/Y/Z row picks which axes to zero); Free leaves rotation untouched so objects tumble naturally as they land |
| Teleport When Too Far | If the cursor moves far from the object, jump it straight to the target instead of pushing it through obstacles. Off just lets it trail behind, blocked by whatever is in the way |
| Too Far Distance | How far the cursor must get before the selection jumps, as a multiple of the selection's overall size (minimum 1). One shared factor across the modes (the same slider Move and Box show), keyed to the whole selection so a mixed-size group jumps together. (Only shown when Teleport When Too Far is on.) |
| Settle With Gravity | While following the surface, hold the cursor still to let the selection fall and settle under gravity where it sits; move the cursor again to pick it back up. The fall only starts once the objects have caught up to the point under the cursor (within their own size), so a still cursor never drops them out of mid-air while they're still travelling. On by default; turn it off to keep the selection resting on the surface under the cursor without ever falling |
(Point's smooth-transition easing and its speed are general tuning; they live in Settings ▸ Advanced.)
Arrange¶
Arrange brings order to the whole selection. Pick the behavior from the operation dropdown. Every Arrange operation offers the same Collisions choice as Place (Normal / Ignore Each Other / Ignore Everything) at the top of its Options, handy for lining objects up exactly on target without them bumping each other or the scene.
Align¶
Gathers the selection onto an adjustable shape — from a straight row to a full 3D grid or sphere (Align absorbed the former Distribute operation, so every "arrange into a shape" job lives here now). Hold Space (or drag a shape handle) and the objects flow onto the shape, reshaping live as you drag. Needs two or more objects.
- Shape:
- Line (the straight segment, default), Arc (bow it into a curve), Circle (close it into a ring), and Rectangle (a closed rectangle whose two handles are opposite corners, its sides following Handle Direction). On entry the shape is fitted through the selection along the direction it is most spread out. The Line, Arc and Rectangle handles are surface-drag controls like Create's Layout handles: click one and it rides the scene surface under the cursor until you release the mouse, so the shape is laid straight onto the floor or a table. The Circle's diameter ends keep the free 3-axis gizmo (the ring usually stands tilted off the ground).
- Grid: an even grid filling the editable box (drag its faces, plus a ring to turn it). The grid auto-fits the box shape: a flat box becomes a floor or wall grid, a cube-ish box a full 3D lattice; cells stay as square as possible and fill the box edge to edge.
- Sphere: the objects spread evenly over a real sphere handle (a draggable centre plus a radius). Small dots preview where each object will land while you shape a Grid or Sphere, and dragging the handles reshapes the placed layout live.
- Spacing: (line-family shapes) how the objects are spread along the shape. Even (default) spaces them out uniformly; Original keeps each object's own spacing and only collapses its perpendicular offset onto the shape; Packed lines them up tightly side by side, each taking just the room its bounding box needs. Packed adds a Gap slider, the distance kept between neighbours in world units (0 packs them edge to edge). The packed run stays centred on the shape and stays tight while you drag the handles, overflowing past the ends if the shape is shorter than the row.
- Rotation: how Grabbit handles rotation as the objects gather. Maintain Initial (default) turns them with the full rotation handle at the shape's middle; Keep Upright stands them up, flattening the rotation target (a Flatten X/Y/Z row picks which axes to zero, default pitch + roll, keeping heading) while showing a heading disc to aim their yaw; Free leaves rotation untouched and hides the handle.
- Settle With Gravity: (on by default) once the selection has gathered onto the shape, keep Space held to let it fall and settle under gravity onto the surfaces below; release to freeze it. Turn it off to keep the objects exactly on the shape.
- Collision Aware: (on by default) stop each object at the first obstacle on the way to its spot, so a shape drawn across a wall doesn't push objects through it.
(Align Strength, how strongly objects are pulled onto the shape, is general tuning in Settings ▸ Advanced.)
Level¶
Lines up a chosen side of every object's bounding box on a common plane. The plane starts flat on the selection's outermost face on the chosen side, but its handle is a full move + tilt handle: drag it along its normal to set any level, across the plane to reposition it, or rotate it to tilt the level onto a slope. Each object drives along the plane normal until its outermost corner meets the plane — and the objects also stay inside the plane's rectangle, so dragging the handle across the scene carries the whole leveled layer along with it. Press Space to apply (the drive stays live while held, so moving or tilting the plane retargets the objects).
- Side: which side to line up: Bottom (rests them all on the lowest object's underside), Top, Left, Right, Back, or Front.
- Rotation: the same shared control as Align / Place. Free (never spins anything), Keep Upright (stands each object up on its own, keeping its heading; the Flatten row picks the axes), or Maintain Initial (turns every object to the shared rotation handle shown beside the plane).
- Match Plane Tilt: (shown when Rotation isn't Free) turn the objects along the tilted plane's normal so they lie flush on a slope, instead of standing world-upright. No effect when the plane is flat.
Orient¶
Sets the selection's orientation. It has its own Mode (Orient does not use the Place/Align Rotation control):
- Axis Align (default) points chosen object axes at a draggable target frame at the selection center. Each object axis (X / Y / Z) has an aim arrow (drag its tip to point that axis anywhere, hold Ctrl to snap to the nearest Handle Direction axis) and a concentric roll disc (spin the frame about that axis). You don't have to drag at all: click and hold the arrow's sphere and the axis snaps straight to the nearest Handle Direction axis, or click and hold a roll disc to square the spin up with the frame — keep holding and the objects turn into place. The Align Axes row picks which object axes follow the frame:
- One axis (the default is Up-only) points just that axis, keeping each object's own twist about it. So Up-only stands every object upright while keeping its heading; its roll disc adds a shared yaw. Grabbing an aim arrow turns that axis on.
- Two or three axes lock the full frame, so every object ends identically oriented.
- Look At aims each object's front at a movable target point. Aim Each Object Individually (default) turns every object from its own position (a spread-out selection fans out to face the point); off aims the whole selection from its shared center so they all point parallel. Custom Up adds a second handle to control roll against a custom up direction instead of world up.
Objects turn into place physically as you drag the handles, so they don't pass through one another. Once they're aimed, hold Space to let the oriented objects fall and settle under gravity (Orient never moves them itself, so this is how you bed them down after turning them); release to freeze them.
Tip
Orient ▸ Axis Align (Up only) and Level ▸ Rotate Upright both stand objects upright, but differently: Orient just rights each object in place (no repositioning), while Level also lines a chosen bounding-box side up on a common plane.
Tip
Align runs continuously while you hold Space (or drag a handle), whatever the shape. Orient aims through its handles instead; holding Space there lets the oriented objects settle under gravity. Level is one-shot: tap to apply.
Scatter¶
Scatter does the opposite of Arrange: it removes order from the selection. Pick the behavior from the operation dropdown. Every Scatter operation except Cramp offers the same Collisions choice as Place (Normal / Ignore Each Other / Ignore Everything) at the top of its Options. (Cramp gathers a contact-formed pile, so ignoring collisions would collapse everything into one overlapping point.)
Randomize¶
Scatters each object to a random spot inside the editable box (shown with draggable faces, plus a ring to turn it). The box lines up with Handle Direction (Ground follows your view). Press Space to scatter; re-press to re-roll for a different layout. With Settle With Gravity on, keep Space held after the tap to let the scattered objects fall and settle, and release to freeze them where they are.
- Volume: the region the scatter fills. Box (default) is the editable box itself; Sphere and Cylinder show their own 3D handles (a draggable centre plus a radius, and cap arrows for the tube's height) instead of box faces; Line and Curve are 1D paths drawn on the scene surface with draggable ends, and each object lands resting on the path (lifted by its own bounding box, so nothing sinks through the ground it is drawn on). Unticking a Position axis flattens the box volumes onto the rest, so a Sphere with Y off becomes a flat disc.
- Randomize Position: (on by default) scatter the objects to new spots in the volume. Turn it off to randomize only rotation, leaving objects where they are. Position (shown when on) picks which axes scatter; unticked axes keep their current position.
- Randomize Rotation: also give each object a random new orientation. A Rotation X/Y/Z row picks which axes may spin: untick an axis to lock it, so objects keep their current tilt around it (untick X and Z, say, to shuffle only the yaw of upright props). Each unlocked axis is set with a two-way (Min–Max) slider over 0–360°: a 0–360 span is a fully random spin, a narrower span biases the shuffle, and a 0–0 span leaves that axis fixed too.
- Settle With Gravity: (on by default) after the scatter, let the objects fall and settle under gravity so they drop onto the surfaces below instead of floating at their random heights. Gravity acts for as long as you keep Space held; release to freeze them where they are. Turn it off if you want the objects to stay at their random positions without falling.
- Collision Aware: (on by default) keep the scatter honest about the scene: a random spot that would bury the object inside geometry is re-rolled, and each object stops at the first wall on its way to its spot instead of passing through it. Turn off for the raw random spread.
Explode¶
Blasts the selection outward from a movable blast sphere. Drag the sphere to aim it, its dots to size the radius, and the arrow to set the force. Press Space to detonate, then keep Space held to let the thrown objects arc out and fall; release to freeze them where they are. Each tap is one blast (tap again to blast harder), so holding settles the throw rather than re-detonating. The impulse falls off linearly from full at the center to nothing at the radius, so objects past the radius are untouched and the spread self-limits. Needs two or more objects.
- Mode: Sphere (blast everything outward from the center, the default), Cone (blast only the objects caught inside an aimed cone; a Cone Angle slider appears), Directional (push the whole selection the same way along one aim direction, like a gust of wind), or Implode (the reverse blast: everything inside the radius is sucked in toward the center, rushing in from the rim and slowing as it arrives, so the selection converges into a clump).
- Axes: which world axes the blast pushes along; untick one to flatten the explosion to a plane.
- Force: how fast the blast throws objects at the sphere's center, in world units per second (also the arrow handle in the scene).
- Use Gravity: (on by default) also pull objects down as the blast throws them out, so they arc out and fall to rest instead of drifting in a weightless cloud.
Cramp¶
The gather counterpart to Explode: pulls every selected object into a heap at a gather handle you can drag anywhere. Hold Space to let them pack in and settle. Needs two or more objects.
- Speed: how fast objects move toward the gather handle, in world units per second; they ease in as they arrive.
- Use Gravity: (on by default) gather the objects horizontally toward the handle while gravity owns the vertical, so they pile up on the ground under the handle instead of bunching into a floating ball.
Nudge¶
The gentle counterpart to Randomize: instead of scattering everything into one shared box, it jiggles each object around its own start by a small random amount, so a too-regular layout (a tidy grid, snapped copies) reads as natural without losing its overall arrangement. A faint wire cube around each object previews its move range. Press Space to nudge; re-press to re-roll from the same start each time (it never drifts further away). With Settle With Gravity on, keep Space held after the tap to let them fall and settle.
- Nudge Position: (on by default) shift each object a small random amount from its start. Turn it off to nudge only rotation.
- Position Factor: how far it may move, as a fraction of the object's own bounding box size, per axis.
0.25= up to a quarter of its size in any direction;1= up to a full size away;0= no move. - Axes: which position axes to nudge along (shared with Randomize); unticked axes stay put.
- Nudge Rotation: (on by default) turn each object a small random amount from its start rotation. Turn it off to nudge only position.
- Rotation Factor: how far it may turn.
1= full freedom (any orientation); lower values keep it near its current rotation (0.1≈ up to an 18° tilt on a random axis);0= no turn. - Settle With Gravity: (on by default) after nudging, let the objects fall and settle under gravity instead of holding their nudged heights.
- Collision Aware: (on by default) re-roll a jiggle that would push the object into scene geometry, and stop each object at the first obstacle on its way.
Tip
Arrange tightens a selection into order (align, grid, level, upright); Scatter loosens it (random spots, blast apart, cram together). Both reach for physics rather than teleporting, so objects depenetrate as they move.