Add

  • Child Add child to input GameObjects.
  • Collider Adds Colliders to GameObjects (if no collider is present).
  • Custom Script Add a Script to GameObjects. Script must be a MonoBehaviour.
  • Light Adds Light to GameObjects (if no Light is present).
  • Rigidbody Adds Rigidbody to GameObjects (if no Rigidbody is present)


Debug

  • GameObjects Info Prints out information on input GameObjects in the console. With 'Detail Log', this will print one information line for each GameObject.
  • Materials Info Prints out information on input Materials (attached to GameObjects) in the console. With 'Detail Log', this will print one information line for each Material.
  • Meshes Info Prints out information on input Meshes (attached to GameObjects) in the console. With 'Detail Log', this will print one information line for each Mesh.


Filter

  • On Layer Filter input GameObjects based on its Layer.
  • On Material Filter input GameObjects based on its Materials names.
    If constrain is [Contains], GameObjects without any Materials or without at least one Material whose name contains [Value] will be filtered out.
    If constrain is [Does Not Contains], GameObjects with at least one Material whose name contains [Value] will be filtered out.
    If constrain is [Is Equal To], GameObjects without any Materials or without at least one Material whose name is equal to [Value] will be filtered out.
  • On Name Filter input GameObjects based on their names.
  • On Position Filter input GameObjects based on their position compared to a defined box volume.
    If GameObject contains a Mesh, it will test the whole mesh againts the box volume, otherwise, it will only use the pivot point of the transform.
  • On Property Filter input GameObjects based on their Metadata (Component created by PiXYZ at import time).
  • On Tag Filter input GameObjects based on its Tag.


Get

  • Child at Get the child at the position specified by the 'Index' (if it exists). Use 'Keep Parent' to keep parents from the input in the output.
  • Children Get children of the given GameObjects.
    User [Resursive] to get children at all levels.
    Use [Keep Parents In Selection] to keep input GameObjects.


Modify

  • Create UVs Create projected UVs. As this function changes data at Mesh level, any modification to a Mesh will be visible for each GameObject using that Mesh, regardless of the input.
  • Decimate Reduces the number of polygons on the Meshes. Include children to decimate all children recursively for all GameObject in the input. As this function changes data at Mesh level, any modification to a Mesh will be visible for each GameObject using that Mesh, regardless of the input.
  • Flip Normals Flips Meshes Normals. As this function changes data at Mesh level, any modification to a Mesh will be visible for each GameObject using that Mesh, regardless of the input.
  • Merge Merges GameObjects together. 'All Together' will merge all input objects into a single object. 'With Children' will merge each with all of its own children (recursively). By merging, you will lose additional components such as Metadatas.
  • Move Origin Moves the origin (pivot) to another point. As this function changes data at Mesh level, any modification to a Mesh will be visible for each GameObject using that Mesh, regardless of the input.
  • Randomize Transform Randomize transforms by random values within ranges.
  • Replace GameObject Replace the GameObjects with another one.
  • Switch Materials Switch Materials from their Names with Materials in the current project. 'Replace References' mode will replace the materials, and 'Copy Properties' will copy the properties (shader, color, intensities, ...) from the project Material to the Material applied. When copying properties, names of original Materials is kept.


Set

  • As Static Makes GameObjects Static (or not)
  • Layer Sets GameObjects' layer
  • Material Replace GameObjects' Materials with the given one.
    Use Modify > Switch Materials to switch Materials on Material name.
  • Mesh Set GameObjects' Mesh (if GameObject has a MeshFilter component)
  • Metadata Sets GameObjects' Metadata (PiXYZ) property
  • Name Sets GameObjects' names
  • Position Set GameObjects' position.
    Use [Self] referential to set a transformation from the current one.
    Use [Parent] referential to set a transformation from the identity matrix in local space.
    Use [World] referential to set a transformation from the identity matrix in world space
  • Tag Set GameObjects' tag
  • Visibility Sets GameObjects' visibility (Enabled/Disabled).
    Make sure input contains disabled items if [Is Visible] is true.