编辑器/功能拓展 Super Pivot PRO Modifier 2.41

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Why Super Pivot?
Using empty GameObjects as "folders" is a popular and convenient way to organize your scene hierarchy.

But since Unity doesn't let you edit the pivot of these empty GameObjects, you will often end up with pivots placed nowhere near where your geometry and GameObjects actually are.

Features:
Add a convenient button (optional) under the Transform inspector to let you quickly move and rotate the pivot of your GameObjects.
Edit pivot visually using Gizmo handlers directly inside the scene view or by typing exact values in edit boxes.
Supports local and global rotations!
[PRO only] Precisely adjust the pivot according to the (displayed) bounding box using convenient sliders per axis.
[PRO only] Handy buttons to instantly adjust the pivot according to the child of your choice, or to the average position.
Dynamically edit pivot at runtime from script using our easy-to-use public API (check our sample 'ChangeAtRuntime').
Get notifications from the editor API to implement your custom code (check our sample 'EditorCallbackListener.cs').
Handles Unity's Undo/Redo shortcuts.
Supports multi-object selection and editing: change the pivot of multiple objects at once!
[PRO only] 'Wrap into empty GameObject' feature: when working on a GameObject on which it's impossible to change pivot (Mesh, Terrain), you can wrap the GameObject into an empty one in one click! This way you can change the pivot of Meshes, Terrain...
[PRO only] Scale constraints support.
Supports Box/Capsule/Sphere Colliders offsets.
Grid snapping feature for more precise work.
Full source code available / no DLL.
Supports from Unity 5.5 to latest 2023 versions.

Limitations:
Super Pivot doesn't let you modify the pivot point of a Mesh (because it would modify the Mesh data), but provide the convenient "Wrap into empty GameObject" feature. Super Pivot's main usage is to move and rotate pivots of empty GameObjects used as "folder".
Modifying the pivot of a GameObject with an Animator in the hierarchy can cause issues, because an the Animation can be relative to the pivot of the GameObject you are changing.
Unity doesn't allow to modify the pivot of a prefab instance.



为什么选择Super Pivot?
使用空的GameObjects作为“文件夹”是组织场景层次结构的一种流行而方便的方法。

但是,由于Unity不允许您编辑这些空游戏对象的枢轴,因此您通常会将枢轴放置在离几何体和游戏对象实际位置不远的地方。

特征:
在Transform检查器下添加一个方便的按钮(可选),让您快速移动和旋转GameObjects的轴心。
直接在场景视图中使用Gizmo处理程序或在编辑框中键入精确的值,直观地编辑轴。
支持本地和全局轮换!
[仅限PRO]根据(显示的)边界框,使用每个轴的方便滑块精确调整枢轴。
[仅限PRO]方便的按钮可根据您选择的子项或平均位置立即调整枢轴。
使用我们易于使用的公共API在运行时从脚本动态编辑数据透视表(请查看我们的示例“ChangeAtRuntime”)。
从编辑器API获取通知以实现您的自定义代码(请查看我们的示例“EditorCallbackListener.cs”)。
处理Unity的撤消/恢复快捷方式。
支持多对象选择和编辑:一次更改多个对象的轴心!
〔仅限PRO〕“包裹成空的游戏对象”功能:当处理无法更改枢轴(网格、地形)的游戏对象时,您可以一键将游戏对象包裹成空游戏对象!通过这种方式,您可以更改网格、地形。。。
[PROonly]支持缩放约束。
支持长方体/胶囊体/球体碰撞器偏移。
网格捕捉功能可实现更精确的工作。
完整的源代码可用/没有DLL。
支持从Unity 5.5到最新的2023版本。

局限性
Super Pivot不允许您修改网格的轴心点(因为它会修改网格数据),但提供了方便的“包裹到空的游戏对象中”功能。Super Pivot的主要用途是移动和旋转用作“文件夹”的空GameObjects的枢轴。
使用层次结构中的“动画师”修改游戏对象的轴心可能会导致问题,因为“动画”可能相对于您正在更改的游戏对象的枢轴。
Unity不允许修改预制实例的轴心。

2024-4-26 14:29 上传
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