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Moving and Transforming

Picker entries from Octoputs. Grouped by the category the picker shows them under.

Articulation

At Target On Init

Anchor the chain at the dragged subject's pose, captured when the operation begins.

The chain root is placed at the subject's start pose and stays there for the duration of the drag. Default for most cases — the chain hangs naturally from where the object was when you grabbed it.

Type: AtTargetOnInitAnchorSource

Custom Transform

Anchor the chain at a user-specified Transform.

Drop a Transform in the field. The chain root is placed at its world pose. Read live, so if the anchor moves between drags it picks up the new pose at the next Begin.

Type: CustomTransformAnchorSource

Drag Point (3 Prismatic)

Three stacked prismatic joints — the tip follows the target's XYZ position freely.

Builds three articulation bodies, one per axis (X, Y, Z), each able to slide along its own direction. The tip is wherever the target position says — exactly, without joint stretch. Use this as the translation piece of an articulation chain. Combine with a rotation config to get full transform tracking.

Type: DragPointArticulationConfig

Rotation Tracker

Three stacked single-axis hinges (Y, X, Z) tracking the target rotation.

Builds three stacked revolute joints, one per chain axis, and drives each to the matching component of the target rotation. Use this with a Drag Point config to get full transform tracking (translation by the drag point, rotation here). Stable across all drive modes; minor gimbal lock at extreme orientations.

Type: RotationTrackerArticulationConfig

Collision

Bounding Box Subdivision Avoidance

Pushes the object away from nearby colliders using camera-oriented bounding box raycasts.

Pushes the dragged object away from nearby colliders by raycasting each face of its bounding box, preventing clipping into walls and surfaces.

Type: AdvancedCollisionAvoidance

Bounding Offset From Hit Normal

Offsets along the hit normal using bounding box face or sphere radius distance.

Offsets the dragged object along the surface hit normal by its bounding box extent or sphere radius, so it sits on top of the surface instead of clipping into it.

Type: BoundingOffsetFromHitNormalModifier

Depenetration

Pushes the object back out of any collider it overlaps, using Unity's exact separation math.

Stops the object from going through walls and other colliders. Pushes the object out if it overlaps something. Very precise, no jitter. Turn on gizmos to see collision shapes (orange = blocked, green = clear).

Type: DepenetrationModifier

Depenetration (Post-Physics)

Pushes the Rigidbody out of overlapping geometry after physics resolves.

Catches cases where the object ends up stuck inside walls or other objects after physics runs. Pushes it back out using its own collider shapes. Useful for fast moves, tight spots, or stacked objects.

Type: PostPhysicsDepenetrationCorrection

OBB Collision Avoidance

Pushes the object to the nearest clear spot when its bounding box overlaps a collider.

Stops the object from going through walls by finding the nearest free position. Searches in several directions and picks the closest clear spot. Good when objects need to stay near walls without clipping through them.

Type: OBBCollisionAvoidanceModifier

Occlusion Ray Push

Pushes the target onto the first surface between the camera and the upstream wanted position; no-op when the path is clear.

Stops the dragged object from drifting behind walls or floors: if geometry blocks the line from the camera to the wanted position, the object snaps onto that surface with a configurable offset. When nothing is in the way, the position is kept as-is, so it never lifts an object that already sits in front of the surface. To float above the ground, raise the drag target's surface offset instead. Give the direction or offset a glide time to smooth the jump when the object slides onto a new surface.

Type: OcclusionRayPushModifier

Surface Slide

Sweep-based collision avoidance that slides along surfaces.

Stops the object from going through surfaces and makes it slide along them instead. When the object hits a wall or shelf, it slides naturally along the surface. No jitter, the object never clips through.

Type: SurfaceSlideModifier

Composite

Blend Two Targets

Blends two poses using a curve.

Mixes two targets together. The blend value controls how much each target influences the result: at 0 the object follows Target A, at 1 it follows Target B, and values in between create a mix of both.

Type: BlendedTransformTarget

Chain Targets

Visits a list of positions in order.

Moves the object through a list of targets one after another. When the object reaches one target, it moves on to the next. Can loop back to the start after the last target.

Type: SequenceTransformTarget

Layer Targets

Mixes a stack of targets, each by its own weight.

Stacks targets like layers. The first layer sets the pose, and each layer below pulls it toward its own target by its weight: 0 leaves the pose as it is, 1 replaces it. A layer can work on some objects only, such as the index finger's joints, and can wait for conditions, such as something being near. A layer that is off or not for this object is not read at all. Use it to build up a pose: an open hand, closed by the buttons, shaped by what it is about to grab.

Type: LayeredTransformTarget

List of Targets

Each object gets its own target from a list: the closest one, or by order.

Lets one movement drive many objects, each toward its own target. Point the command at several objects and list the targets here. Closest gives each object the target nearest to it when it starts. By Order gives the first object the first target, the second the second, and so on; with more objects than targets the list starts over. The pick holds for the whole run.

Type: ListTransformTarget

Modify Target

Wraps another transform target and applies modifiers to its output.

Wraps an inner transform target and runs the listed modifiers on its output before handing the value to the rest of the pipeline. Useful inside a sequence step or a composite branch when you want modifiers to apply only to that branch, instead of the full outer pipeline.

Type: ModifiedTransformTarget

Pick By Condition

Picks a target from a list based on conditions.

Switches between different targets based on conditions. Checks each target's conditions from top to bottom and uses the first one that passes. If none pass, uses the fallback target. A target starts over each time it gets picked, so a Chain Targets in a slot walks its steps from the first one again.

Type: ConditionalTransformTransformTarget

Random Targets

Visits a list of positions in random order.

Moves the object to a target picked at random from the list, then picks another once it gets there. Every target is visited once before any comes back, and the same one never comes twice in a row. Choose when it finishes: once every target was visited, after a number of targets, or after some time.

Type: RandomTransformTarget

Switch On Event

Switches between targets when events fire.

Switches between targets when events fire. Each entry holds a target and an activation event, for example, follow the player while a button is held, then snap to a slot when released. Transitions between active selections crossfade smoothly per the entry's transition settings.

Type: ReactiveTransformTarget

Composition

Composite

Groups multiple modifiers into one stage.

Groups multiple modifiers into a single pipeline stage. Each modifier runs in order and feeds its result into the next.

Type: CompositeModifier

Constraints

Height Lock

Keeps the object at the height of the ground below it.

Keeps the dragged object at the height of the surface below it, plus an offset, so it follows terrain and steps. For a fixed height or the height it was picked up at, use Position Constraint with a flat plane instead.

Type: HeightLockModifier

Kinematics Limiter

Limits max speed of the drag target position (and optionally max angular speed).

Caps the maximum linear speed and angular speed of the dragged object, preventing it from moving or rotating faster than the configured limits.

Type: KinematicsLimiterModifier

Orbit Constraint

Constrains movement to an orbit (sphere or circle) around a center point.

Constrains the dragged object's position to an orbital path (sphere or circle) around a center point, with optional face-center rotation.

Type: OrbitConstraintModifier

Position Constraint

Clamps the dragged object's position using a spatial constraint (plane, bounds, distance, line, sphere, etc.).

Clamps the dragged object's position using a pluggable spatial constraint such as a plane, bounding box, distance limit, line, or sphere. Turn on Relative To Drag Start to carry the constraint to where the object was picked up: a flat plane then holds the pickup height, a line becomes a drag axis.

Type: PositionConstraintModifier

Position Constraint (Post-Physics)

Projects the rigidbody onto a position constraint after physics resolves.

Enforces a position constraint with the last word after physics runs. Projects rb.position back to the constraint surface and removes the velocity component pointing off-constraint, so collisions, joints, and forces can push the body along the constraint surface but never through it. Pair with PhysicsTransformOperation for semi-kinematic constrained dragging.

Type: PositionConstraintCorrection

Project Onto Shape

Snaps the object to the closest point on a shape.

Locks the object onto a Shape (Line, Circle, Arc, Plane, MeshUV, or a Curve via Curve Shape). Each frame the position is replaced by the closest point on the shape. Offset moves that point across the shape or pushes it off the surface, along its edge or sideways. Optionally aligns rotation to the shape's normal or its travel direction. Use the blend factor for a soft, distance-faded magnet rather than a hard snap.

Type: TransformProjectOntoShapeModifier

Reach Sphere Clamp

Keeps the position within reach of a center point, following the view direction at the limit.

Keeps the dragged position inside a sphere around a center point (like a character's reach). When the cursor aims beyond the limit, the position follows the cursor direction along the sphere surface, so aiming higher still lifts the object at full reach.

Type: ReachSphereClampModifier

Rotation Constraint

Clamps the dragged object's rotation using a spatial constraint (angular limits per axis, etc.).

Clamps the dragged object's rotation using a pluggable rotation constraint such as angular limits per axis. Turn on Relative To Drag Start to measure the constraint from the rotation the object was picked up with.

Type: RotationConstraintModifier

Rotation Constraint (Post-Physics)

Projects the rigidbody onto a rotation constraint after physics resolves.

Enforces a rotation constraint with the last word after physics runs. Projects rb.rotation back into the allowed angular range and removes the angular velocity component pointing off-constraint, so torques and joint reactions can rotate the body within allowed axes but never beyond them.

Type: RotationConstraintCorrection

IK

Bone Joint

A joint that rotates a bone in the scene, optionally limited by a rotation constraint.

Drop the bone Transform this joint rotates. Pick a hinge axis to keep the joint turning on a single axis only (like a real elbow), or leave it Free for a ball-like joint. Add a limit to stop the joint past a certain angle.

Type: HierarchyIKJoint

Cyclic Coordinate Descent

Bends the chain one joint at a time so the tip reaches the target. Good default for arms.

Solves the arm by nudging each joint, from the tip back to the base, until the grabbed point reaches the target or it has tried enough times. More iterations = straighter reach but a little more cost. Raise Spread for tails, tentacles and ropes so the whole length curves instead of only the end. Turn on Match Rotation to also turn the tip the way the target is turned, like a wrist or a fingertip.

Type: CcdSolver

Hinge Angle Limit

Stops a joint past a min/max angle around its hinge axis, measured from the bone's rest pose.

Like a real elbow or knee: the joint turns freely between the two angles you set and stops dead outside them. Zero is the pose the bone is in right now in the scene, so an elbow that only bends one way is min 0, max 150.

Type: HingeAngleLimit

Joints

Configurable Joint

Elastic connection with separate position and rotation springs.

Connects the dragged object with a spring on position and another on rotation. Position spring controls how the object follows the cursor; rotation spring controls how it aligns. Add a stretch limit to prevent the spring from overshooting on fast moves.

Type: ConfigurableJointConfig

Fixed Joint

Rigid connection, the object follows the cursor exactly.

Locks the dragged object to the cursor with no give. The object still respects collisions and can push other bodies — it just won't swing or stretch. Use Break Force to make the joint snap when overstressed.

Type: FixedJointConfig

Spring Joint

Soft elastic connection, the object bounces on a spring.

Connects the dragged object to the cursor with a soft spring. Higher stiffness pulls harder, higher damping calms the bounce. Use Min/Max distance to allow some slack before the spring engages.

Type: SpringJointConfig

Orbit

Artificial Orbit

Circles a pivot at a yaw, pitch and distance, facing it. A circle or an ellipse you set by hand.

Positions the object on a circle around a pivot and keeps it looking at the pivot. Yaw turns around the pivot, Pitch moves it above or below the pivot, Distance sets how far away it sits. Ellipse stretches the circle: 0 is round, closer to 1 is longer, with the pivot in the middle; Ellipse Angle turns the long side. Speed keeps it travelling around the pivot at a steady rate. Tilt leans the whole circle, so the object dips on one side and rises on the other, like a moon on a slanted orbit. Turn on Follow Pivot Rotation to make the orbit turn with the pivot instead of staying level with the world. Point the angles at stored values fed by mouse input to make an orbiting camera with no code. Look Offset raises the point being looked at, useful to aim at a character's head instead of its feet. Turn on Start At Nearest Point to circle several objects around one pivot without them piling up.

Type: OrbitTransformTarget

Gravity Orbit

Falls around one or several gravity wells, stepped each frame.

Lets gravity move the object. Each well pulls it with an intensity, out to a range, shaped by a falloff curve, so with several wells it can loop around one, get pulled away by another, or settle into a figure eight. The object starts at the speed of a circular orbit around the well pulling it hardest, or at a speed you set. Speed Factor runs the whole thing faster or slower. Use Batch steps every object in one fast parallel job when Burst is installed, worth it for hundreds of objects.

Type: GravityOrbitTransformTarget

Kepler Orbit

Orbits a central body like a planet: faster when close, slower when far.

Moves the object around a central body the way planets and moons move: on an ellipse with the body at one end, speeding up as it swings close and slowing down far out. Set the orbit by Distance and Ellipse, or by the Start Speed the object is thrown sideways with. Pull sets how strong the body's gravity is, so how fast everything goes round; Speed Factor speeds the whole orbit up or slows it down. Objects at different distances go round at different speeds on their own. For several bodies pulling at once, use Gravity Orbit.

Type: KeplerOrbitTransformTarget

Physics

Elastic Band

Tethers the object to its start position with a rubber-band effect and configurable stretch limit.

Tethers the dragged object to its start position with a rubber-band effect: free movement within a radius, then increasing resistance until a maximum stretch distance. Tick an axis under Ignore Axes to let the object follow freely along it, measured in world axes or the object's own axes from the start of the drag.

Type: ElasticBandModifier

Gravity Alignment

Rotates the object so its center of gravity hangs below the drag pivot, like a ball joint under gravity.

Rotates the dragged object so its center of gravity hangs directly below the drag pivot under gravity, like an object suspended from a ball joint.

Type: GravityAlignmentModifier

Momentum

Adds inertia: the object is slow to speed up and slow to stop, so it trails the target and slides past it.

Adds weight to the dragged object. It takes a moment to catch up when the cursor starts moving and slides a little past it when the cursor stops. Momentum 0 follows the cursor exactly; higher values feel heavier.

Type: MomentumModifier

Noise Offset

Adds smooth Perlin noise-based jitter to position and/or rotation for organic wobble effects.

Adds continuous Perlin noise-based wobble to the dragged object's position and/or rotation, creating a subtle organic tremor or liveliness effect. Noise Settings switches the algorithm (Perlin, Simplex, Cellular) and adds detail layers; Simplex and Cellular swing wider than Perlin at the same amplitude. Ramp In grows the wobble from nothing over a few seconds, and Ramp Speed Up makes it faster as it grows. Seed picks the stretch of noise to follow: plug in a Random Int with Same Roll For set to Target so every object a command moves shakes on its own.

Type: NoiseOffsetModifier

Oscillator

Applies continuous oscillating motion with configurable amplitude and period.

Applies continuous oscillating position, rotation and/or scale offsets with independent per-axis amplitude, period, and randomness for a lively wobble, bob or breathing effect. Offsets add to the incoming value, so the scale channel pairs with Squash And Stretch for a volume-preserving pulse. Turn on Envelope with an Arch shape to make a one-shot pulse that starts and ends at rest. Start Phase with a Random Float keeps copies out of step, and Offset In Object Space keeps a sway sideways as the object turns.

Type: OscillatorTransformTargetModifier

Pendulum Swing

Swings the object around a pivot when the drag speeds up or slows down.

Makes the object swing around a pivot point when you speed up, slow down or change direction, then settle back. Swing Speed sets how fast it swings, Bounciness how long it keeps swinging, Lean Per Acceleration how far it leans, and Max Angle the largest swing.

Type: PendulumSwingModifier

Spring

Applies spring-damper physics to the drag offset for elastic, bouncy motion.

Makes the dragged object swing and bounce when you speed up or stop, then settle on the cursor. Spring strength sets how fast it bounces, damping how quickly the bounce dies, and Wobble Amount how far it swings. Max Movement Per Axis caps the swing along each of the object's own axes.

Type: SpringModifier

Squash And Stretch

Answers a stretch on one axis by counter-scaling the others to keep the volume, with springy inertia.

Reacts to what stretches the object. When the incoming scale grows on the stretch axis, the other two axes shrink so the volume stays the same, and the reverse when it squashes. Speed along that axis stretches it too, so a fast-moving object elongates and squashes when it stops. Stiffness and Damping give the stretch weight: lower stiffness lags and overshoots more. Drive it with an Oscillator scale channel for a breathing pulse, or leave the drive out and let the motion alone do the work.

Type: SquashStretchModifier

Surface Normal Alignment

Aligns the object's up direction to the surface normal below it via raycast.

Aligns the dragged object's up direction to the surface normal below it via downward raycast, so it matches the slope of terrain or curved surfaces.

Type: SurfaceNormalAlignmentModifier

Surface Snap

Moves the target onto the surface hit by a raycast, optionally aligning to its normal.

Drops the target position onto whatever surface a raycast hits (terrain, floors, props) and can tilt the object to match the surface slope. Use for placing spawned objects on the ground or keeping dragged items glued to surfaces.

Type: SurfaceSnapModifier

Tilt By Velocity

Tilts the object's rotation proportionally to its movement speed and direction.

Tilts the dragged object proportionally to its movement speed and direction, like a card leaning as it's dragged or a plane banking into a turn.

Type: TiltByVelocityModifier

Pipeline / Composite

Children Completion (Composite)

Forwards completion to each sub-target's own policy.

Asks each sub-target's own completion policy whether it has finished, then combines the answers per the composite's Progress Source (All, Position Only, Rotation Only, or Scale Only). Use this when each sub-target should bring its own completion rules, for example a position lerp paired with a follow rotation, where only the lerp should drive the stop signal.

Type: ChildrenCompletionCheck

Steps Completion (Sequence)

Forwards completion to each step's own policy and advances stages as they fire.

Lets each step in the sequence bring its own completion policy. The sequence advances to the next step as soon as the current step's policy reports done, and the whole pipeline stops once the last step's policy fires. Use this when steps mix follow targets, lerps, and distance-bounded targets — each step's own policy decides when it's finished.

Type: StepsCompletionCheck

Placement

Discrete Rotation

Accumulates rotation in configurable step increments. Call RotateStep() from input code to rotate.

Rotates the dragged object in fixed-angle steps (e.g. 90 degrees) around a chosen axis, triggered by calling RotateStep() from input code.

Type: DiscreteRotationModifier

Rotation

Look At

Rotates the object to face a target point, transform, or its movement direction.

Overrides the dragged object's rotation to face toward a world-space point or along its movement direction, with optional smoothing. Facing Axis picks which side of the object turns toward the target, for example Up for a card lying face up.

Type: LookAtModifier

Preserve View-Relative Orientation

Rotates the object so it looks the same to the camera throughout the drag.

Compensates for perspective foreshortening: as the object moves through the camera's frustum, its rotation is updated so the camera continues to see it from the same angle as at grab time. Without this, a constant world rotation makes the object appear to tilt as it slides — even though its rotation hasn't changed, the camera's perspective on it has.

Type: PreserveViewRelativeOrientationModifier

Smoothing

Anti-Jitter

Reduces jitter by ignoring small movements/rotations below a specified threshold.

Filters out small positional and rotational changes below a configurable threshold, preventing visual jitter from noisy input or physics.

Type: AntiJitterModifier

Jitter Damping (Post-Physics)

Damps residual velocity around the target after physics resolves.

Helps the object settle when it keeps wobbling near its rest spot. Once the object is close to its target and barely moving, this slows it down extra and can snap it fully still. Use it when a spring keeps ringing instead of stopping.

Type: JitterDampingCorrection

Path Follow

Makes the object trace the same route the target took over time, with configurable speed and path resolution.

Makes the dragged object follow the exact path the target traced, creating a smooth trail-following effect instead of cutting straight to the target. Increase path resolution for sharper corners, or decrease it for smoother curves.

Type: PathFollowModifier

Smooth Position

Smoothly follows the target position using MoveTowards with distance-based speed interpolation.

Smoothly moves the dragged object toward the target. Speed scales between a min and max based on distance to the target, shaped by a curve.

Tip: when used with the Physics movement (Velocity mode), make sure the physics Max Speed is higher than this modifier's Max Speed, otherwise the physics cap is the real limiter and the curve has no visible effect. With Force mode, the modifier holds the target close to the object which weakens the spring pull; prefer tuning the physics Response Time directly.

Type: SmoothPositionModifier

Smooth Rotation

Smoothly follows the target rotation, with speed that scales based on the angle left to turn.

Smoothly rotates the dragged object toward the target. Rotation speed scales between a min and max based on how far it is from the target rotation, shaped by a curve.

Tip: when used with the Physics movement (Velocity mode), make sure the physics Max Rotation Speed is higher than this modifier's Max Speed, otherwise the physics cap is the real limiter and the curve has no visible effect. With Force mode, the modifier holds the target close to the object which weakens the rotation pull; prefer tuning the physics Rotation Response Time directly.

Type: SmoothRotationModifier

Spatial

Composite Transform

Assembles a pose from separate position and rotation values.

Composes a TransformData from separate position and rotation value providers. Scale defaults to one.

Type: CompositeTransformDataValue

Indexed Transform

Switches between the poses in a set by index.

Picks one pose from a set, chosen by an index. The set defaults to a list you fill in, but you can swap it for a search like 'every object with a tag'. The index loops: stepping past the last pose returns to the first. Drive it from a counter to switch the active target left/right at runtime.

Type: IndexedTransformDataValue

Transform Reference

Delegates transform data to another Transform value.

Delegates to another TransformData value provider, forwarding its position, rotation, and scale.

Type: TransformRefTransformDataValue

Transformer

Moves one or many objects with motions you can play from anywhere.

Moves objects. Pick a movement and it plays when the component starts, on this object or on every object listed in Objects, all at once or one after another. Add named motions (Hover, Press, Shake), turn their Auto Start off, and play them from a Reactor or any process with Play Motion, on all the objects or only one. A new motion on an object takes over from the one it was playing. The Transformer remembers where each object started, so a Transformer Rest Pose destination can send it back home, and it reports which objects are moving for reactions to watch.

Type: Transformer · Full page

Transformer Command

Play or stop a Transformer's motions.

Asks a Transformer to play one of its motions, or to stop, on all the objects it moves or only on some of them. Use it in a Reactor to make objects hover when pointed at, shake when hit, or go back home when released.

Type: TransformerCommand

Transformer Moving

True while a Transformer is moving its objects, or one of them.

True while the Transformer is playing a motion. Leave Object empty to ask about the whole group (true while any object moves, false once all are done), or pick one object to ask about it alone. Use it with an On False reaction to act when a motion finishes, for example lighting up a lid once it has opened.

Type: TransformerMoving

Transformer Progress

How far a Transformer's motion is, from 0 to 1.

How far the Transformer's current motion has got, from 0 at the start to 1 at the end. Leave Object empty to follow the object furthest behind, or pick one object. Reads 1 when nothing is playing, and 0 for a motion with no set length until it ends.

Type: TransformerProgress

Transform

(Experimental) Set Transform over Time (Articulation Chain)

Drives the dragged object via a chain of articulation bodies anchored at a static root.

Experimental: still a work in progress, and can be unstable. Builds an articulated chain (anchor → drive segments → tip) and parents the dragged object under the tip. The pipeline target sets the chain's drive goals each step, so the tip, and the subject with it, track the target. Joints are unbreakable by construction, so dragging through busy physics scenes stays smooth and jitter-free. Compose the chain with a list of configs: a drag point (3 prismatic) handles XYZ translation, a rotation tracker (1 spherical) handles rotation, and you can mix them to taste. The subject's Rigidbody is replaced by a temporary ArticulationBody for the drag's duration, since the subject becomes part of the chain so its collisions can't separate it. Original Rigidbody (mass, damping, gravity, etc.) is restored on completion. Note: cached Rigidbody references on other scripts will be null during the drag.

Type: ArticulationChainTransformOperation

Bend Path

Bows the route to the destination into a hop or a swing instead of a straight line.

Makes the object travel to its destination along a curve instead of a straight line: a hop over, or a swing out to the side. 'Bend' is how far it bows at most, sideways and up; the curve says how much of that applies along the way, so the default arch starts and lands on the line. It needs something that eases the object along, such as Smooth Position placed after it; an object that jumps straight to its destination never travels, so it never bends. Once the object arrives, the next trip bends from where it stands.

Type: BendPathModifier

Influence

Nudges the dragged object toward an influence pose while one is available.

Pulls the dragged object toward an influence pose (a single transform, the barycenter of nearby points of interest, or any other source) and eases it back to its drag target when the source has nothing to offer. Activation is automatic: it fades in as soon as the influence has a pose and fades back out when it doesn't, so there is nothing to wire. When a Weighted Point Pose source moves to another point, or the influence comes back while still fading out, the object glides there over the Point Change duration instead of jumping. A fade cut short reverses from where it is. Good for snapping toward held targets, drifting toward attractors, or letting objects ease back on release.

Type: InfluenceModifier

LocalScale By Distance

Scales the object based on its distance from a reference point.

Scales the dragged object based on its distance from a reference point or its initial position, using a configurable curve for perspective-like or feedback effects.

Type: ScaleByDistanceModifier

Offset

Shifts the pose by an offset, so a held direction keeps it moving.

Moves the pose by an offset rather than sending it to a fixed place. Leave 'Relative To Current' on and the offset keeps being added from wherever the object already is, so holding a direction makes it travel. This is how you drive arrow-key panning or a nudge control. Turn it off to sit at a fixed distance from whatever the destination points at. 'Space' picks the axes the offset follows: the scene's, the destination's, or the object's own.

Type: OffsetTransformModifier

Reach Target with Joint Chain (IK)

Bends a chain of joints so the grabbed tip reaches the target. No physics.

Makes a jointed chain, like a robotic arm, reach toward the target. Grab the tip of the arm and the joints bend to follow. List the joints from the base to the tip and give each one its movement limits. Use Bend to choose which way the elbow folds. No Rigidbody needed.

Type: IKChainTransformOperation

Repel

Pushes the object away from nearby sources, like a force field.

Keeps the object out of a bubble around each source, such as a ship with a force field. Inside the bubble the object is pushed toward its edge: at Strength 1 it never gets in, lower values let it sink part of the way. The Falloff curve shapes the push from the source (left) to the edge (right), so a curve that drops to 0 gives a soft field. Add Smooth Position or Spring after it for a gentle push.

Type: RepelModifier

Rotate

Turns the pose, in place or around a pivot, so a held turn keeps it spinning.

Turns the object by a set angle. Leave 'Relative To Current' on and the turn keeps being added to how the object is already turned, so it spins while the angles are not zero. Turn it off to hold a fixed tilt from the destination, like a card leaning toward the player. 'Space' picks the axes it turns around: the scene's, the destination's, or the object's own. Set a pivot to swing the object around a point instead of turning it in place: a hinge on its edge, or a spot in the scene.

Type: RotateTransformModifier

Set Transform over Time (Direct)

Moves an object directly to the target each frame without physics.

Moves an object directly to the target position each frame. No physics: the object teleports to where it should be. Best for simple dragging or objects without a Rigidbody.

Type: DirectTransformOperation

Set Transform over Time (Joint)

Connects an object to the target with a physics joint for elastic movement.

Connects the object to the target with a fully configurable physics joint. The object swings and bounces naturally, like a rubber band. Pick the joint type (spring, fixed, or configurable) and tune it inline, no prefab needed. Built-in safeguards keep things from going jittery.

Type: JointTransformOperation

Set Transform over Time (Physics)

Moves an object using Rigidbody physics for physically correct movement.

Moves an object using Rigidbody physics. The object interacts with the physics world, pushing other objects and respecting collisions. Velocity mode is snappy and mass-independent. Force mode caps the per-step velocity change to give heavy objects a sluggish feel. Kinematic mode drives the body via MovePosition/MoveRotation. For rope/chain swing behavior, use the dedicated Joint operation.

Type: PhysicsTransformOperation

Transformer

Play Motion

Play one of the Transformer's motions and wait for it to end.

Plays a motion of the Transformer, on every object it moves or only on the objects you pick, such as the one a reaction is about. Leave the motion empty to play the one without a name. Finishes when the motion has ended on every object. Ending this step early leaves the motion playing.

Type: PlayMotionOperation

Stop Motion

Stop the Transformer's motions where they are.

Stops whatever the Transformer is playing, on every object or only on the objects you pick. Objects stay where they are.

Type: StopMotionOperation

Utility

Conditional

Applies modifiers from branches whose condition evaluates true, per the selected strategy.

Holds a list of (condition → modifier) branches. The strategy picks the first matching branch or applies every matching branch in sequence.

Type: ConditionalModifier

General

Combine Target Parts

Builds a transform target from separate position, rotation and scale pipeline targets.

Builds a transform pipeline target from an oriented position (a position target and a rotation target) plus an optional scale target, each running on its own. Choose which sub-target drives progress: all of them (slowest wins), position only, rotation only, scale only, or Override to provide a fully custom completion check.

Type: CompositeTransformTarget

Ease To Target

Moves position, rotation and scale between two poses over time.

Blends all transform components between start and end values using a shared duration. Use Euler rotation mode to preserve multi-turn rotations (e.g. spinning an object 720° instead of taking the shortest path). Set an Arc offset to bend the path into a hop or a sideways swing instead of a straight line. Turn on Leave Position, Rotation or Scale for a chain step that should not touch that part of the object. A start or end read every frame follows its object while it eases; read it at start to keep it where it was.

Type: LerpedTransformTarget

Follow Ray Hit

Snaps to where a ray hits a surface.

Places the object on the surface under the mouse cursor. Good for dragging objects onto floors, tables, or walls. You can choose what happens when no surface is found, and how the object rotates to match the surface.

Type: RayHitTransformTarget

Follow Target

Follows a pose: another object, a fixed spot, or any other pose source.

Moves the object to match a pose. Usually that is another object, but the slot takes any pose source: an Oriented Position, a point on a shape, a pose offset from another one. Which parts get copied (position, rotation, scale), and whether they match the other object in the world or relative to its parent, is set in the Options of the pipeline using this target. The simplest target: just drag a Transform into the slot.

Type: TransformTarget

Hold Rest Pose

Stays where it started inside its parent; modifiers react to the parent moving.

Keeps the object at the spot it had inside its parent when this started, and lets the modifiers do the rest. Use it to make a child react to its parent moving: add Momentum, Tilt By Velocity or Spring and the child lags, tilts and wobbles as the parent moves, then settles back. No other object to point at. Set Measured In to keep the spot inside another object instead, such as a creature's body when one motion bends all of its tentacles.

Type: RestPoseTransformTarget

Saved Pose

Each object goes to its own saved transform from a Transform Set.

Puts a rig in a saved pose. Run a Transform Command over every part of the rig, such as all the joints of a hand, with this as the destination: each part looks up its own saved transform and goes there, inside its parent. The pose can be typed in, read live, or read from a data storage, so a grabbed object can carry the pose a hand should take. Parts with no saved transform stay where they were. Blend it with another target to ease in and out of the pose.

Type: PoseTransformTarget

Seat On

Puts the object on a transform by its pivot, in one step.

Moves the object straight onto another transform, such as a hand's palm, so that its pivot sits there: by default the marker child named Grip Point. It happens in one step and does not follow afterwards, so it also works in an Editor Process while you edit.

Type: SeatOnTransformOperation

Slide On Shape

Projects a 2D coordinate onto a shape.

Slides the object along a shape (a line, arc, circle, plane, mesh surface, ...) starting from where you grabbed it. Moving the 2D source (usually the mouse) moves the object across the shape; the object never jumps on grab. Offset moves it across the shape or pushes it off the surface, along its edge or sideways. To put an object at a fixed spot on a shape instead, use Follow Target with a Point On Shape.

Type: ShapeProjectionTransformTarget

Slide On Shape

Projects a 2D coordinate onto a shape.

Slides the position along a shape (a line, arc, circle, plane, mesh surface, ...) starting from where it already sits on it. Moving the 2D source (usually the mouse) moves the position across the shape; it never jumps at the start. To put a position at a fixed spot on a shape instead, use a Point On Shape value.

Type: Vector3ShapeProjectionTarget

Transformer Rest Pose

Goes back to where the object was when its Transformer first started.

Sends the object back to where it was when its Transformer first started moving it. Inside a Transformer's own motion, leave Transformer empty. Anywhere else, point it at the Transformer that moves the object. Stops once the object is home.

Type: TransformerRestPoseTarget

Turn With Cursor Around Axis

Turns around an axis as the cursor circles it, like a gizmo's rotate ring.

Grab, then circle the cursor around the object: it turns around the chosen axis by the angle you swept since the grab, so it never jumps on pickup. Turns add up past a full circle. Set Snap Degrees to turn in steps. The axis goes through the object's origin; to turn a group, drive a pivot object and let the group follow it.

Type: RingTurnTransformTarget

Walk Along Shape

Travels a route across a shape at a configurable speed.

Moves the object across a shape at a set speed in world units per second. Route picks where it walks: straight along the shape's main direction (the default), straight across it, or a free route you draw on the shape. Can rotate the object to follow the direction of travel or the shape's surface, and can loop or walk back and forth (Ping Pong). Start picks where each walk begins: the route's start, the point nearest the object, or a set position along it. Offset pushes the object off the route, along the shape's surface, its direction of travel or sideways, by an amount you shape with a curve. Turn on Wait For Room to make objects queue along the route instead of passing through each other, like cargo on a conveyor belt.

Type: ShapeTraversalTransformTarget

Walk Along Shape

Travels a route across a shape at a configurable speed.

Moves the position across a shape at a set speed in world units per second. Route picks where it walks: straight along the shape's main direction (the default), straight across it, or a free route you draw on the shape. Can loop or walk back and forth (Ping Pong). Start picks where each walk begins: the route's start, the point nearest the position, or a set position along it. Offset pushes the position off the route, along the shape's surface, its direction of travel or sideways, by an amount you shape with a curve.

Type: Vector3ShapeTraversalTarget