Settings Reference¶
Grabbit's options live in Project Settings ▸ Grabbit 2. The most common, usage-time choices (operation, movement feel, axis constraints) live on the Scene View overlay instead (see The Five Modes). This page is the full catalog of the settings page. Defaults are shown where useful.
Settings page vs. overlay
A few controls deliberately live only on the overlay, because you reach for them while working rather than setting them once: Follow Speed, Softness and Motion Damping (the overlay's Simulation section), the axis constraints (the Constraints section), Show Colliders, and each mode's per-operation choices. You won't find those duplicated here.
How the settings page is organized
The page is a stack of collapsible sections, each remembering whether you left it open: Preset, General, Indicators, Filtering, Performance, Collider Baking. Turn on Show Advanced Options (top of the page) to reveal Mode Options, one foldout holding every per-mode/operation tuning sub-section, and Advanced Physics.
Preset¶
| Control | What it does |
|---|---|
| Load Preset | Drop a GrabbitPreset asset here to apply its values to the current settings |
| Save Current As Preset | Capture the current settings into a new GrabbitPreset asset |
General¶
| Setting | Default | What it does |
|---|---|---|
| Use Hotkeys In Play Mode | off | Allow Grabbit's shortcuts to activate while Play mode is running |
| Move Sub-Objects Independently | off | Grab each mesh of a selected prefab (or any multi-mesh object) as its own physics body, so every tool can move, settle, arrange and scatter the pieces individually instead of moving the whole prefab as one rigid block. LOD objects are kept whole — an object with a LOD Group counts as a single piece (its LOD levels are alternate views of one mesh, not separate sub-objects), so it is never broken apart. Also available as a checkbox on the Scene-view overlay (above Options, in every mode). Flipping it from anywhere (overlay, here, a preset, or undo) re-grabs the current selection right away: turning it on splits the pieces, turning it off recombines them into the whole prefab |
| Reset To Default Physics On Exit | off | When you leave Grabbit, set Unity's factory physics defaults (gravity -9.81, 6/1 solver iterations) instead of restoring the values your project had when Grabbit opened. Leave it off to get your project's own settings back. Either way Grabbit always undoes its own overrides: it snapshots your Physics settings when it opens, restores them when it closes, and keeps a backup on disk so they come back even after a crash, a script reload, or the editor being force-closed mid-session |
Indicators¶
Scene-view visual aids drawn while you work.
| Setting | Default | What it does |
|---|---|---|
| Collision Indicators | on | Mark where a moving object bumps geometry: a red wash over each touched object, the exact hit collider outlined, contact points dotted, and hit object names labelled |
| Ignore Invisible Colliders | on | Skip colliders with no visible renderer behind them. Turn off to collide against invisible geometry; the visualizer draws each invisible collider in red when included. Also a live toggle on the overlay |
| Hide Collider Gizmos While Active | on | Hide Unity's native green collider wireframes while Grabbit is active so the temporary sim colliders don't clutter the view (restored on exit) |
| Draw Collision Normals | off | Draw each object's average collision normal and contact points as a gizmo (collision-response debugging) |
Note
Show Colliders (drawing the actual collision shapes Grabbit uses) and Ground Ray (dropping a ray from each selected object down to the ground below) live on the overlay's Indicators section, where you reach for them while working.
Filtering¶
Everything that decides which objects Grabbit will touch.
| Setting | Default | What it does |
|---|---|---|
| Layers To Ignore | none | Objects on these layers are ignored entirely: no colliders, no physics |
| Tag Limitation Mode | None | Restrict Grabbit to specific tags (Selected Tag) or exclude them (All Tags Except) |
| Filter Tags | - | The tag list used by the limitation mode |
| Limit Max Selectable Size | on | Skip objects whose bounding box is bigger than the threshold below (avoids grabbing terrain or large structures) |
| Max Bound Axis Length | 0 | Objects with any bounding-box axis longer than this are excluded. 0 = no limit. While you have this setting open, a wireframe reference cube of this size is shown in the Scene View (at your selection, or the view centre) so you can eyeball what's too big; it disappears when you leave the setting |
Interaction Layers¶
Optionally move objects to dedicated layers during an interaction (useful for isolating physics collision pairs).
| Setting | Default | What it does |
|---|---|---|
| Change Layer Of Grabbed Objects | off | Move grabbed (dynamic) objects to a chosen layer while being grabbed |
| Grabbed Objects Layer | - | The layer assigned to grabbed objects |
| Change Layer Of Static Objects | off | Move non-grabbed (static) objects to a chosen layer while Grabbit is active |
| Static Objects Layer | - | The layer assigned to static objects |
Performance¶
| Setting | Default | What it does |
|---|---|---|
| Simulation Quality | High | The one dial for speed vs accuracy: sets the collider an object is moved with, the physics steps per update, the solver effort, and continuous collision detection. Low (single rounded collider, fastest), Medium (fitted box/sphere/capsule shapes), High (full baked collider, precise on concave shapes), Ultra (High plus continuous collision detection) |
| Simulation Speed | 1.0 | Multiplier for the physics step; higher follows the cursor faster but can reduce stability |
| Proximity Radius | 50 | How far (world units) around the selection Grabbit scans for objects to register, keeping activation fast in huge scenes |
Collider Baking¶
Grabbit can decompose with Balance (V-HACD), Precision (CoACD), or Performance (fitted primitives). See Baking Strategy for the full comparison.
| Setting | Default | What it does |
|---|---|---|
| Use Dynamic Non-Convex Colliders | - | While dragging, use the baked multi-piece (non-convex) decomposition for more accurate collisions instead of a single convex collider |
| Baking Strategy | Balance | Strategy used to decompose concave meshes into collider pieces: Balance (V-HACD) / Precision (CoACD) / Performance (primitives) |
| Concavity | 0.05 | (Precision only) Concavity threshold (0.01–1): lower keeps finer detail but produces more pieces |
| Merge Tolerance | 0 (off) | (Performance only) Fidelity floor: rejects a merge that would grow a collider past this fraction of the object's bounding box, keeping more pieces where merging would be too loose. 0 merges straight down to Max Pieces |
| Native Colliders Only | off | (Performance only) Fit only box / sphere / capsule (native colliders); skip cylinder / frustum / trapezoidal prism (which bake to small convex mesh colliders). Cheaper at runtime, slightly looser on round/tapered parts |
| Baking Mode | On Scene Open | When to bake: On Scene Open pre-bakes all meshes (slower load, faster interaction); On Selection bakes on demand |
| Use Existing Colliders | on | Use colliders already on the object. Also surfaced as a live toggle on the overlay's Simulation section |
| Generate Only If None | on | Only generate decomposed colliders when the object has no colliders of its own. Also a live overlay toggle |
| Adaptive Resolution | on | (Balance only) Pick the voxel resolution per mesh by complexity and size |
| Min Resolution | 20,000 | (Balance, adaptive) Resolution floor for the simplest/smallest meshes |
| Collider / Max Resolution | - | (Balance only) Voxel resolution ceiling; higher is more accurate but slower. Precision uses Concavity instead; Performance fits the mesh directly and uses neither |
| Max Pieces | - | Cap on collider pieces per mesh (convex colliders for Balance/Precision, the target primitive count N for Performance) |
| Max Concurrent Bake Jobs | 3 | How many decomposition jobs run in parallel. Baking always runs off the main thread; objects use a simple convex collider until the decomposition is ready |
| Auto-Generate On Import | on | Enqueue meshes for background baking when a model is imported/reimported |
| Auto-Generate All Scene Meshes | - | On scene open, enqueue every scene mesh for background baking |
→ See Colliders & Baking for the full picture.
Advanced ▸ Mode Options¶
One foldout grouping every per-mode and per-operation tuning sub-section.
Selection Constraints¶
| Setting | Default | What it does |
|---|---|---|
| Preserve Initial Transforms | off | Keep each object's position/rotation relative to the selection centroid while dragging a group rigidly. Off by default; turn it on for rigid group moves |
| Relative Position Factor | 1 | How strongly objects hold their relative position (0 = free, 1 = locked) |
| Position Threshold | 0.01 | Drift (world units) allowed before the position pull-back engages |
| Relative Rotation Factor | 1 | How strongly objects hold their relative rotation |
| Rotation Threshold | 1 | Deviation (degrees) allowed before the rotation pull-back engages |
| Reset On Mouse Up | on | Recompute the relative offsets each time you release and re-grab |
Place \ Move¶
| Setting | Default | What it does |
|---|---|---|
| Handle Direction | Ground | Which way the Move arrows point: Ground yaws the arrows to follow the camera but keeps up pointing up; Camera aligns them fully to the view; Absolute locks them to the world axes. The editable boxes (Select ▸ Volume, Create ▸ Box, Place ▸ Box, Arrange ▸ Align's Grid, Scatter) turn to match, with their yaw ring adding any extra turn. In the Scene View it lives on the Handles strip at the top (alongside Rotation and Collisions), or in the operation's Options when that strip is off, and is cycled with X |
| Teleport Distance | 2.5 | How far the selection may run ahead before a too-far catch-up kicks in, as a multiple of the selection's overall (union) bounding box (minimum 1: a shorter leash would sit inside the selection itself). One shared factor for every catch-up — Move's When Too Far, Box's per-slot snap, and Point / Grab's glide-through — so the leash feels the same across the modes. The whole selection shares the one limit (the one the gizmo draws), so every object snaps or glides together |
| When Too Far | Teleport | Past the teleport distance: Teleport snaps the selection to the cursor; Pass Through turns its collisions off and glides it through obstacles until the handle is close again; Do Nothing just lets it trail behind, blocked by whatever is in the way. Both Teleport Distance and When Too Far are also on the Move overlay's Options |
Place \ Box¶
| Setting | Default | What it does |
|---|---|---|
| Teleport When Too Far | on | While a face drag spreads the objects to fill the box, snap any object straight to its spot once its own distance to that spot passes the Teleport Distance, instead of grinding it through whatever is in the way. Judged per object (unlike Move's shared limit), so an object blocked behind geometry jumps to its spot while nearer ones keep sliding in. Reuses the Place ▸ Move Teleport Distance. Also on the Box overlay's Options |
Place \ Point¶
| Setting | Default | What it does |
|---|---|---|
| Glide Through When Too Far | off | When the cursor runs far from an object, glide it to the target surface through obstacles instead of pushing through them. The distance is the shared Teleport Distance factor above. Also on the Point overlay's Options (as Teleport When Too Far) |
| Smooth Transition | on | Ease toward the cursor rather than snapping |
| Transition Speed | 10 | Ease speed when Smooth Transition is on |
Place \ Gravity¶
Tunes the gravity settle that Move and Box run when you hold Space to drop the selection.
| Setting | Default | What it does |
|---|---|---|
| Gravity Strength | 9.81 | How hard gravity pulls (m/s²) when you hold Space to drop in Move or Box |
| Gravity Towards Mouse | off | Pull objects toward your cursor instead of straight down, so they fall where you aim |
| Limit Falling Speed | off | Clamp falling objects to the Max Velocity limit instead of letting gravity accelerate them freely |
| Reset Gravity | — | Restore gravity to straight down (0, −9.81, 0) |
Arrange \ Align¶
| Setting | Default | What it does |
|---|---|---|
| Align Strength | 1 | How strongly objects swing to gather onto the align line |
Arrange \ Orient¶
| Setting | Default | What it does |
|---|---|---|
| Extra Drag While Rotating | 100 | Extra linear damping during Orient so objects hold position as they turn |
Create \ Settle¶
Rest-detection tuning for the Create settle (the per-spawn choices live on the Create overlay). Both settle modes freeze spawned objects only once they have actually come to rest rather than after a fixed time: each object keeps being simulated until it drops below the Rest Speed and stops drifting, so nothing freezes while it is still falling, rolling or settling, however long that takes. (After Time just holds the settle open for a minimum time first.)
| Setting | Default | What it does |
|---|---|---|
| Rest Speed | 0.02 | How slow (m/s) an object must get before it counts as settled and is left to rest. Lower = settles more thoroughly before it stops simulating |
| Max Settle Time | 20 | Safety cap (s): settling always ends by this long even if an object never fully stops (e.g. one keeps sliding on a slope). This is the only case where an object can be frozen while still moving |
Advanced ▸ Advanced Physics¶
Shared physics that every velocity-driven operation uses.
| Setting | Default | What it does |
|---|---|---|
| Use Soft Collisions | on | Slow objects when they hit static geometry instead of pushing through (tune the gentleness with Softness on the overlay) |
| Max Angular Velocity | 20 | Cap on rotational speed |
| Scale Speed By Collision Angle | on | Keep full speed sliding along a surface, only slowing when pushing straight into it |
| Scale Speed By Object Size | on | Adjust velocity limits by bounding volume so small and large objects feel consistent (reveals Min/Max Bounds Volume and the matching speed factors) |
| Kinematic When Inactive | on | Make bodies kinematic when Grabbit isn't active, so nothing falls unexpectedly in the editor |
The physics step count and solver iterations are now set by the Simulation Quality level (see the Performance table above), not as separate fields.
Keyboard Shortcuts¶
Grabbit's modes, operations and the Space action are all rebindable Shortcut Manager entries (Edit ▸ Shortcuts, under the Grabbit 2 category). The current bindings and how the per-mode controls work are covered in The Five Modes.