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FlexiPlace - Object Placement System & Overlap Validation preview
Unity

FlexiPlace - Object Placement System & Overlap Validation

By bcyly Labs

$7.99

About FlexiPlace - Object Placement System & Overlap Validation

  • Tools, Systems & Learning > Level & World Building
Add Professional Object Placement to Your Game in Minutes - Not Days.

Stop wasting time building object pickup and placement systems from scratch.

If your game needs players to pick up, move, rotate, place, or reposition objects, FlexiPlace gives you everything you need in one complete, production-ready solution.

From grid-free placement, real-time validation, and 360 degree rotation, to persistent save/load, position offsets, and highly accurate Physics.OverlapBox validation—everything is already built, optimized, and ready to use.
No complicated setup
No grid system
No third-party dependencies
Just import, assign a few references, and start placing objects

What is FlexiPlace?

FlexiPlace is a modular object pickup and placement system for Unity that uses raycast-based detection instead of traditional grid placement.
Players can freely place objects exactly where they want, just like in popular supermarket, cafe, warehouse, shop, and simulator games.

When an object is picked up, a real-time ghost preview follows the cursor. The preview automatically switches between green (valid) and red (invalid) using Physics.Overlap validation providing instant visual feedback before placement.

Unlike many placement systems, FlexiPlace no longer requires disabling colliders while placing objects, making integration much easier and more reliable.

The system is designed around small, focused scripts with clear responsibilities, making it easy to customize, extend, and integrate into existing projects.

Setup takes less than 5 minutes using the included step-by-step PDF documentation.
A ready-to-use first-person demo scene is included so you can start testing immediately after import.

Features:

Grid-Free Placement
No grid required
Free-form object placement using raycasting

Smart Ghost Preview
Real-time preview object
Automatic valid/invalid material switching
Accurate placement visualization

Full 360 degree Rotation (NEW)
Rotate objects on X, Y, and Z axes
Perfect for furniture, shelves, decorations, and custom placement systems

Save & Load Support (NEW)
Save placed object position and rotation
Restore placement after loading

Position Offset System (NEW)
Fine-tune object placement with configurable offsets
Better alignment for different object types

No Collider Disabling Required (NEW)
No need to disable colliders during placement
Powered by Physics.Overlap for reliable real-time placement validation
110% accurate placement detection without grid snapping
Cleaner workflow with more stable and predictable placement
Easier integration into existing projects

Improved Surface Orientation (NEW)
Fixed object orientation across different surfaces
Consistent placement regardless of surface angle
More reliable and professional behaviour

Layer Filtering
Restricted Layer support
Optional Allowed Layer support
Fine-grained placement control

Scene Gizmos
Mesh bounds visualization
Green/Red wireframe preview
Easy debugging directly inside the Unity Editor

Cancel Placement
Return object to its original position
Restore original rotation automatically

Plug & Play
Setup in minutes
Minimal Inspector configuration
Beginner friendly

Modular Architecture
Clean, maintainable code
Easy to extend
Easy to integrate into existing projects

Complete Source Code
Full C# source included
Clean namespace
No third-party dependencies

Perfect For:
Supermarket Simulator
Cafe Simulator
Restaurant Games
Warehouse Simulator
Shop Management Games
Survival Games
Base Building
House Decoration
Furniture Placement
Sandbox Games
Inventory Interaction Systems

Why FlexiPlace?

Instead of spending days developing and debugging your own placement system, start with a polished, modular solution that is easy to understand, easy to customize system.

Focus on building your game, not rebuilding the same placement mechanics from scratch.

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