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.
You can use among several function to replace the pivot point of your mesh:
NOTE Keep in mind to switch of "Handle position" to see where your Pivot Point is placed (Unity Toggle button located at the top)
Fast Pivot Point placement
You can leverage our fast pivot point placement function:
- To center of bounding box : Very useful function when your model is very far from your scene. Just move Pivot to the center of its bounding box and replace it to 0,0,0 through its matrice.
- To minimum of bounding box
- To maximum of bounding box
- To center of selection: If you have several GameObject selected, it will find the center of the whole selection, and update the pivot point of each GameObject selected
- To World Origin: Place the Pivot Point to 0, 0, 0
- Align Pivot Point to World: Rotate the Pivot Point to have it straight according to world space
Use other GameObject's Pivot Point
You can place the Pivot Point of your targeted GameObjects to another GameObject's Pivot Point center
Custom Pivot Point placement
Point, with precise position and rotation values, the new position of your Pivot Point.
- Relative to Current: Allows to update your Pivot Point position and rotation on X, Y, Z in reference with the actual GameObject's Pivot Point. (For instance, if true, putting 1 in the first Position input field will move from 1 meter to actual Pivot Point on X axis)
If not activated, it will take its parent's pivot point position as reference
- World Space: Take the World as Reference. It lets you place the Pivot Point exactly at one location (X, Y, Z). If use with "Relative to Current", Pivot Point will be moved from current position respecting world axis alignment.
- Position and Rotation: Respectively the value for X, Y and Z