Get natural, realistic object placement and save hours of level-design time. Rebuilt from the ground up for Unity 6+.Grabbit is the physics-driven Transform & Level-Design toolset for the Unity Editor.Grabbit 2 is a complete, ground-up rebuild of Grabbit that thousands of creators have trusted since 2021.⚡ Requires Unity 6 (6000.x). Still on an older version? Grabbit 1 remains available and supported for Unity 2022.3+.🐰 Already own Grabbit 1? Upgrade to Grabbit 2 for just $6!⭐What Is Grabbit All About? ⭐Placing objects with Unity's move and rotate gizmos alone is slow and fiddly.Grabbit drops your selection into a live physics simulation inside the Editor, where objects fall, stack and collide against the world and each other, just like they should.You get organic, natural-looking scenes in a fraction of the time, without ever entering Play mode.No setup, ever. You don't add Rigidbodies or Colliders to anything. Grabbit generates accurate collision on the fly, drives the simulation, writes the result back to your transforms, and cleans everything up afterwards. Your scene stays exactly as tidy as you left it.Built on years of real use. Grabbit 1 has been in creators' hands since 2021, with 50+ reviews, 2,900+ favorites, and thousands of developers relying on it daily. Grabbit 2 is everything that taught me, rebuilt from a single 2,000-line tool into a fast, modular, dependable system. I use Grabbit every day on my own games.⭐ Feature Highlights ⭐✔️ Physics-based placement with automatic, accurate collision. No Rigidbodies or Colliders to add✔️ Five modes (Select · Create · Place · Arrange · Scatter), around twenty operations, one toolbar✔️ Smart collider baking with three strategies: Balance, Precision or Performance (fitted primitives), plus adaptive resolution, parallel background baking and caching✔️ Bake shippable, game-ready colliders permanently onto props and prefabs: native Box/Sphere/Capsule or convex mesh, reused across instances, zero runtime dependency on Grabbit✔️ MCP support for AI assistants: place, arrange, scatter, spawn and bake colliders headlessly with physics-accurate results, via MCP for Unity or Unity AI Assistant✔️ Native Unity EditorTool with a full Scene View overlay and rebindable Shortcut Manager keys✔️ Crash-safe session recovery and step-by-step Undo✔️ Optimized for large scenes: spatial caching, pooling, parallel baking, and a Simulation Quality dial (Low to Ultra)✔️ Grid snapping: settles objects, then snaps them to Unity's own grid size, offset and rotation✔️ Rigid Group, Simulate Selected live bodies, and per-axis position/rotation freezing✔️ Collider visualization plus a Baked Colliders browser to preview, search and regenerate results per mesh✔️ Works with Built-in, URP and HDRP✔️ One cute rabbit 🐰⭐ What's New In 2.0 ⭐🐰 Crash-safe and undo-friendly.If the Editor recompiles or crashes mid-edit, Grabbit restores your objects automatically: no scene mess, no broken project settings. Every move and every setting change goes through Unity's Undo, so Ctrl+Z always does exactly what you expect.🐰 Fast on big scenes. A persistent spatial cache, object pooling and parallel background baking keep Grabbit responsive in dense levels. Only what's near your selection gets simulated, and a single Simulation Quality setting (Low / Medium / High / Ultra) lets you find the balance between speed and accuracy.🐰 Smart collider baking. Grabbit generates accurate colliders from your meshes automatically, using convex decomposition for concave shapes, so a chair, a rock or a hollow prop collides correctly instead of like a rough box. Baking adapts to each mesh, runs in parallel off the main thread, and swaps in a quick approximation while the accurate colliders bake. Pick the strategy that fits your scene: Balance (fast all-round), Precision (best on tricky concave shapes), or Performance (uses primitive colliders to approximate your meshes).🐰 Bake shippable colliders onto your objects. New in 2.0: you can make those generated colliders a permanent part of any prop. Right-click a GameObject or a prefab and hit Bake Convex Colliders.Grabbit writes real native colliders (Box / Sphere / Capsule) or convex Mesh assets onto the object depending on the quality settings you selected.They ship in your build and need zero Grabbit code at runtime.🐰 Drive Grabbit from your AI assistant. Grabbit 2 ships MCP tools out of the box. Connect Claude, Copilot or any MCP client through MCP for Unity, or use Unity's own AI Assistant, and your assistant can place, arrange, scatter, spawn and bake colliders with real physics.A generic scene MCP guesses coordinates and leaves props floating or clipping; Grabbit runs its physical sim headlessly and reports back where everything actually came to rest. Ask for "a cluttered desk" and get one where every object genuinely sits on the surface without any of the overlaps or floaty props a typical AI assistant would produce.🐰 Five modes, one toolbar. Select, Create, Place, Arrange and Scatter, each a click or a single key away in the Scene View, with around twenty operations between them. Breakdown below.🐰 Native editor integration. Grabbit is a real Unity Scene EditorTool: it lives in the editor Tools toolbar and brings its own Scene View overlay where every control sits in one panel or in dockable bars. Switch modes, freeze position or rotation per axis, snap to your grid, pick a quality level, flag live objects and tune each tool without leaving the scene. Every shortcut is configurable Unity Shortcut Manager binding.⭐ The Five Modes ⭐Everything Grabbit does is organized into five modes.Switch between them from the overlay or with a single key; Space is the primary action in all of them.🐰 SelectBuild exactly the working set you want without touching the Hierarchy. Pick by Volume (a box, sphere or ground-disc handle), everything On Screen, or your Current Selection, then narrow it down with filters (same prefab or mesh, similar size, same resting height, similar shape) and combine with Replace / Add / Subtract / Intersect. Grab every chair in view in two clicks.🐰 CreateSpawn props from an Asset Collection (a weighted set of prefabs) or Duplicate your current selection, and let physics settle them as they land. Drop them under the cursor, Throw them at a point, fill a Box volume, or Layout copies along a line, spline, radial ring or volume. Optional per-spawn random rotation and scale keeps a batch from reading as identical clones.🐰 PlaceThe main mode. Move objects freely so they slide along surfaces and avoid overlaps, spread a group out with a Box (hold Space in either to drop the selection under gravity), slide them onto any surface with Point, or Grab an object by the exact point you click to seat a chair leg or a corner precisely where you want it.🐰 ArrangeBring order to a whole selection in one tap. Align onto a line, arc or circle; Distribute evenly into a grid, circle, sphere or curve; Level every object onto a shared (and tiltable) plane; Orient them all to a target frame or have them Look At a point; or Fix Collisions to push apart overlaps and lift sunken objects back on top.🐰 ScatterThe opposite of Arrange. Randomize objects around an editable box, sphere, cylinder, line or curve; Explode them outward from an aimable blast sphere, cone or directional blast; Cramp them into a tidy heap; or Nudge each one around its own starting spot for subtle variation. It's all physical, so objects depenetrate as they move.⭐ Useful Links ⭐📖 Manual / Documentation: https://jungleteam.org/docs/grabbit/🐦 Follow our work: https://jungleteam.org/💬 Discord, Jungle channel: https://discord.gg/XEET6D6vN9⭐ How's Development Looking? ⭐I build Jungle's tools for Unity, but first and foremost, I'm a game dev. I use Grabbit every day to build my own games faster, so you can count on it to keep improving. I rely on it too. Active support and a public roadmap.Grabbit 2 also sits on top of Jungle Core, my shared foundation, and plays nicely with my other tools like MonKey Commander and Selection Parrot.I have a roadmap of new features and new plugins meant to interact neatly together.⭐ Compatibility ⭐Grabbit's functionality lives entirely in the Editor. It's a level-design and transform toolset, not a runtime gameplay system, so it adds nothing to your builds. Grabbit 2 requires Unity 6 and works across the Built-in, URP and HDRP render pipelines.Still on an older Unity version? Grabbit 1 remains available and supported for projects on Unity 2022.3+.⭐ I can't imagine level-designing in Unity without Grabbit, and I'm confident you'll feel the same. ⭐Editor-only by default. The placement tool runs entirely inside the Unity Editor and adds nothing to your runtime or your builds. No Grabbit components, scripts or temporary colliders are left behind in your scenes or shipped game.Native Unity tooling. Grabbit is a Unity EditorTool with its own Scene View overlay, driving Unity's built-in PhysX physics through editor-time simulation. It uses your existing transform workflow, not a separate window. Every action lives in Unity's Shortcut Manager and is rebindable.Automatic colliders. Complex meshes get accurate colliders generated on the fly via convex decomposition. Choose Balance (fast voxel-based V-HACD), Precision (collision-aware CoACD, best on concave detail) or Performance (fitted box / sphere / capsule / cylinder shapes). These tool-side colliders are pooled, cached and validated for performance, and removed when you exit. Objects that already have colliders are used as they are. Mesh Filters and Skinned Mesh Renderers (bind pose) are both supported.Shippable baked colliders. Optionally bake the generated colliders permanently onto scene objects, prefab instances, opened prefab contents, or prefab assets in the Project window. Output is native BoxCollider / SphereCollider / CapsuleColliders where possible, plus standalone convex Mesh assets under Assets/Grabbit Baked Colliders/ (one per mesh, shared across instances), parented under a single idempotent Grabbit Colliders child. These ship in your build and require no Grabbit code at runtime.Fine control. Layer & multi-tag filtering, collision-control modes (Normal / Ignore Each Other / Ignore Everything), per-axis position/rotation constraints, settings presets (built-in: Precise Placement, Fast Layout, Gravity Playground), bake-on-scene-open or on-selection, and a Guard Against Huge Selections safety net that holds back an accidental scene-spanning grab instead of freezing the Editor.MCP / AI integration. Grabbit 2 exposes its operations as MCP tools for two hosts: MCP for Unity (com.coplaydev.unity-mcp, works with Claude, Copilot and other MCP clients) and Unity's official AI Assistant (com.unity.ai.assistant). Tools cover running any Place / Arrange / Scatter operation headlessly to settlement (returning each object's final position and rotation), spawning from Asset Collections, and baking colliders. The adapters are version-gated: they compile only when the host package is installed, and there is nothing to configure otherwise.Non-destructive. Every placement change goes through Unity's Undo system. Your original transforms, layers and physics settings are restored when Grabbit deactivates, and an interrupted session (crash or recompile) is cleaned up automatically.Scales with your scene. A persistent spatial cache, collider pooling and parallel background baking keep Grabbit responsive in large scenes; only objects near your selection are simulated, and the Simulation Quality dial (Low to Ultra) trades accuracy for speed on how background geometry is collided against.Compatibility. Requires Unity 6 (6000.x). Works with the Built-in, URP and HDRP render pipelines, on Windows, macOS and Linux editors.Third-party notices: Grabbit uses V-HACD under BSD-3-Clause and CoACD 1.0.11 under MIT (statically linking CDT and OpenVDB 8.2.0 under MPL-2.0, oneTBB under Apache-2.0, plus Boost, spdlog and zlib); see the Third-Party Notices files in the package for details. All third-party code is editor-only and never enters your builds.Grabbit's core is handwritten. I design and program the tool myself, and its architecture, physics behaviour, and the way it feels to use come from human decisions and design iterations.I use AI assistants as exactly that, assistants: for reviewing code, helping track down bugs, and writing comments and documentation. They help me ship cleaner, better-tested code, but they do not drive the design.AI is here to raise the quality of the code, never to replace the thinking behind it or the designer's touch that makes Grabbit what it is.




