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Pivot Studio Pro: Mesh Pivot Editor & Transform Baker preview
Unity

Pivot Studio Pro: Mesh Pivot Editor & Transform Baker

By Syed zain ul abideen

$120.99

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $60.49. The latest store price is $120.99.

Recorded prices for Pivot Studio Pro: Mesh Pivot Editor & Transform Baker 4 price observations from Aug 17, 2026 to Nov 5, 2026. Lowest recorded price $60.49. Exact dates and prices are listed below. $0.00 $60.50 $120.99 Aug 17, 2026: $120.99. Unity First Price 2026-08-17 2026-08-17 Aug 17, 2026: $60.49. Unity New Release Discount 2026-08-17 2026-08-24 Aug 17, 2026: $60.49. Unity New Release Discount 2026-08-17 2026-08-24 Nov 5, 2026: $120.99. Latest store price Aug 17, 2026 Nov 5, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$120.99Latest store price
$60.49Unity New Release Discount 2026-08-17 2026-08-24
$60.49Unity New Release Discount 2026-08-17 2026-08-24
$120.99Unity First Price 2026-08-17 2026-08-17

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Pivot Studio Pro: Mesh Pivot Editor & Transform Baker

  • Tools, Systems & Learning > Development Tools & Automation
Pivot Studio Pro: Mesh Pivot Editor & Transform Baker is an editor extension designed to solve a fundamental limitation in Unity's native layout system: the inability to permanently alter raw mesh pivot points, bake transform data, or manipulate unparented object clusters on a matrix level directly within the Scene view. Instead of relying on empty parent GameObjects to manually "reset" a pivot or fix an awkward asset origin—which clutters the hierarchy and adds overhead—this tool clones the underlying mesh data in memory, applies a calculated geometric displacement array, updates the connected colliders, and re-writes the local vertex structure natively.

The package is broken down into three core developer pipelines: the Mesh Pivot Editor Suite, which allows manual Vector3 coordinate nudging or instant alignment to preset mesh boundaries (Top Center, Center, Bottom Center); the Transform Baker Suite, which iterates through vertex arrays to multiply and permanently "freeze" non-uniform local scale and rotation metrics into the mesh asset itself, resetting the Inspector transform back to a clean 0,0,0 rotation and 1,1,1 scale; and the Temporary Pivot Workspace, a non-destructive, virtual workspace simulation using matrix math that allows uniform rotation, scaling, and movement over a heterogeneous group selection around a temporary custom anchor point without changing hierarchy rules.

Because the tool functions strictly as an editor-driven workflow utility, its flexibility is built directly into how it handles mesh data layers. It features non-destructive asset safeguards, never rewriting or destructive-baking your source project files like .fbx or .obj, and instead instantiating an isolated memory copy of the mesh instance. Permanent changes to environment pieces or enemy assets can be saved as standalone .asset files within your project folder via the built-in saving panel, making them entirely reusable as unique prefab variants.

While the core mechanics are highly versatile across any 3D workflow, the package is uniquely powerful for modular level-design heavy genres and mobile-focused titles. For low-poly stylized 3D, modular building, and kit-bashing genres that rely heavily on grid snapping and assembling environments out of modular pieces, fixing orientation points in seconds streamlines structural placement. For high-performance mobile games, minimizing draw calls is critical. When building large scene configurations out of modular components, developers often tweak local scale values on individual instances, but non-uniform scales break Unity's static and dynamic batching instantly. Passing kit-bashed or merged environmental prefabs through the Transform Baker Suite burns those structural variations directly into the mesh geometry layers, normalizing every instance back to a uniform 1,1,1 scale while preserving world positions. This allows Unity to dynamically batch the entire environment together seamlessly, collapsing hundreds of draw calls down to a single digit block.

Unity price last checked .

Prices and availability may change.