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: $15. The latest store price is $15, matching the lowest recorded price shown here.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $15 | Latest store price | |
| $30 | Unity First Price 2026-11-06 2026-11-06 | |
| $15 | Unity New Release Discount 2026-11-06 2026-11-20 | |
| $15 | Unity New Release Discount 2026-11-06 2026-11-20 |
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 Placement Forge
- Tools, Systems & Learning > Development Tools & Automation
- Tools, Systems & Learning > Level & World Building
Physics Move and Rotate
Same handles as Unity's Move and Rotate tools, but the object bumps into things. Push a crate into a wall and it stops there, with a readout showing how far the handle ran ahead. Drag the object itself and it slides along the ground. Hold Space and it drops under gravity; let go and it stays exactly where it is. Rotating a group turns everything around one pivot without anything cutting through a wall.
Arrange and Scatter
Hold Space to push a group of props together until they touch, or spread them apart. Fix overlaps, level a group onto one height, and line things up in rows, grids and rings based on their real size. Array can drop copies into a pile and let physics settle them. Scatter blows a stack apart, heaps loose props into a pile, or nudges a row so it stops looking placed. Every effect plays out in the Scene view, and Esc puts everything back.
Prefab painting
A brush for palettes of prefabs, with spacing, density, slope and height limits, random rotation and scale, and erase, swap and vary modes. Objects sit on the surface whatever their pivot, and "Settle after stroke" drops painted rocks with physics so they rest on the ground instead of hovering over it.
Colliders that fit
Select some meshes and press Generate. Simple shapes get a box, sphere, capsule or cylinder. Everything else gets a collider built from the mesh itself, and tables and arches keep the space under them. Analyse tells you what each object will get and why before anything changes. You can bake colliders straight onto prefab assets, and they are ordinary Unity colliders with no runtime code.
Also included
• Drag a prefab in from the Project window and it lands sitting on the surface.
• Select everything made from the same prefab, of a similar size, or resting on the same floor.
• Audit a scene for duplicates, floating props, strays, missing scripts and empty groups, then fix them.
Your scene's physics is never touched
The simulation runs in a separate hidden scene built from copies of your objects. Only the final positions are written back, so your Rigidbodies stay asleep and your physics settings stay as they are. Objects without colliders still collide. Every action is one undo step, and a recompile or pressing Play in the middle of a drag puts everything back cleanly, including with Domain Reload turned off.