Editor tool · Unity 2022.3+ · v1.1

Pivot++

Rotate a door from its hinge. Scale a lamp post from its base. Move any object's pivot right in the Scene view — no re-exported meshes, no empty parents, nothing added to your scene.

Drag the slider, watch the pivot walk down to the base, and the lamp scales from the table instead of through it.

Every control, one scroll at a time

This is the Pivot++ overlay exactly as it appears in your Scene view. Scroll down and each part lights up while the notes on the right explain what it does.

Scroll to begin

The master switch

Green means Pivot++ is driving Unity's transform handles. Click it to fall back to the default pivot at any time — your offsets and saved pivots stay exactly where you left them.

Overlay, or a window of its own

New in 1.1. The button beside the toggle moves the whole panel between the Scene view and an ordinary dockable editor window. The glyph shows where a click would send it. Dock it next to the Inspector when you are working with exact numbers; leave it floating for quick nudges.

One quick offset for the whole selection

The Shared Pivot is a fast, selection-wide offset. It applies to whatever you have selected right now and is shared across every object in that selection.

Bounded thinks in proportions

In Bounded mode the offset is expressed relative to the object's bounds. Each slider places the pivot inside them: -1 is one face, 0 is dead centre, and 1 is the opposite face. Set it once and it lands correctly on a pebble or a skyscraper.

Four places you actually go

New in 1.1. Every bounded axis row ends in four one-click destinations: the object's own origin — the yellow dot Pivot++ now draws in the Scene view — then the minimum, centre and maximum of the bounds. Each button moves only its own axis, so “bottom of the object” is one click rather than a drag.

Unbounded thinks in units

Switch to Unbounded to work in fixed distances in the object's local space. Type the precise offset of the pivot from the object's centre in scene units — no slider, no rounding, just the number you want. Perfect for placing a pivot outside the mesh entirely, or matching a measurement from another tool.

Scale-aware offsets

Unbounded only. Ticked, the offset is multiplied by the object's scale. Unticked, it stays an absolute world-distance offset regardless of how the object is scaled.

UI has more than one size

New in 1.1. A UI element can be measured by its RectTransform's own rect, by its layout element's preferred size, or by its minimum size. Canvas Bounds picks which one counts as the object's bounds. For meshes, sprites and colliders it changes nothing.

When the offset needs to be real

New in 1.1. An offset pivot is editor-only — perfect while blocking out a level, useless to an animation. Create Parent at Pivot drops an empty GameObject at that exact position and rotation and moves your selection inside it, so the pivot exists at runtime too. One undo step, and prefab instances are asked about rather than quietly modified.

A Transform for the pivot itself

New in 1.1. The Offsetted Transform is an inspector for the point you are working around rather than the object's own origin. Read the pivot's world position straight off it, or type into it and the selection moves, rotates and scales around that point. Drag the coloured labels to scrub a value.

Save pivots that stay put

Object Pivots are per-object and permanent. Create as many custom pivots as an object needs — a lid, a handle, a base — and they're still there the next time you open the scene. The badge counts what the object is carrying.

Default moves the object

With Default selected, the handles behave normally — grab the object and manipulate it around its active pivot.

Edit moves the pivots

Switch to Edit Pivots and the handles move and rotate the saved pivots themselves. This is where you delete the ones you no longer need, and — new in 1.1 — where a blue + turns any saved pivot into a real parent. Ctrl + Z undoes the whole way.

Bank the current pivot

Add New Pivot saves the current Shared Pivot position as a new permanent pivot on the selected object. Line it up once, save it, and reuse it forever.

Unity

2022.3 or newer

Footprint

Editor only. Stripped from every build.

Your scene

No components added to your GameObjects

Your assets

Meshes & prefabs never modified

Start pivoting around the right point.

Grab Pivot++ on the Unity Asset Store, or read the full manual first.