Pivot Studio Pro: Mesh Pivot Editor & Transform Baker
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.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $120.99 | Latest store price | |
| $60.49 | Unity New Release Discount 2026-08-17 2026-08-24 | |
| $60.49 | Unity New Release Discount 2026-08-17 2026-08-24 | |
| $120.99 | Unity 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
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.