Unity Editor Tool · v1.0

Transforms Snapshot Tool

Capture position, rotation, scale of any GameObject in the editor. Apply snapshots at runtime — snap instantly, or lerp with your easing curve. Built for fast iteration when prototyping or level designing.

The workflow

X · Capture

Snapshot in editor

Pose your GameObjects however you like, then hit capture. Position, rotation, and scale are stored as a named configuration in the scene's library.

  • One-click capture from the editor window
  • Filter the list by current selection
  • Multi-select and bulk-capture
Y · Organize

Categories, search, rename

Configs live in named categories with custom colors. Search across the whole scene, rename safely, duplicate without losing references.

  • Category color presets, per scene
  • Live search and filter
  • Survives scene rename, move, and duplicate
Z · Apply

Apply at runtime

Drag the SceneConfigLibrary onto any MonoBehaviour. Call Apply("Idle") to snap, or pass lerp: true to interpolate with the entry's curve.

  • Snap or lerp per call
  • AnimationCurve easing, per-config
  • Keyboard shortcuts (new + legacy input)

Everything inside

Built for production scenes

EDITOR

Per-scene libraries

Each scene gets its own config asset, auto-located by GUID. Move or rename the scene file and the library follows.

EDITOR

Scene-duplicate aware

Duplicate a scene and the tool offers to clone its configs into a fresh library. Runtime references in the new scene are remapped automatically.

EDITOR

Category color coding

Group configs by purpose — "Idle Poses", "Cinematics", "Debug Setups" — with per-scene color preferences stored in EditorPrefs.

EDITOR

Search, filter, bulk ops

Live text search across configs. Filter by the currently selected GameObject. Multi-select for bulk delete, rename, or category move.

RUNTIME

Snap or lerp playback

Each config stores its own AnimationCurve and duration. Apply by name to snap; pass lerp: true to interpolate.

RUNTIME

Keyboard shortcuts

Assign trigger keys per config. Supports both the new Input System and the legacy Input Manager out of the box.

RUNTIME

Component overrides

Apply position only. Or rotation only. Or override the apply mode. Six API overloads, all allocation-free.

QUALITY

Undo, redo, validation

Every edit goes through Unity's undo stack. Captures track which targets are still valid after scene edits, with stale references flagged.

Runtime API

Three lines
of glue code.

Drop a RuntimeApplyExample on any GameObject, drag in the scene's library, and you're playing back configs.

The full signature is six overloads — snap, lerp, explicit mode, component toggles, and combinations — but most projects only ever call the first two.

PlayerController.cs
public class PlayerController : MonoBehaviour { public RuntimeApplyExample snapshots; void OnHit() { // snap to the recoil pose instantly snapshots.Apply("Recoil"); } void OnVictory() { // lerp using the config's curve + duration snapshots.Apply("VictoryPose", lerp: true); } void OnCancel() { // stop any in-flight lerp snapshots.StopLerp(); } }

Compatibility

Works where your project works.

Unity

2021.3 LTS+

Input

New + Legacy

Render Pipelines

Built-in · URP · HDRP

Dependencies

None