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: FREE. The latest store price is $4.99.
View 3 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $4.99 | Latest store price | |
| $4.99 | Unity Permanent Increase 2026-10-10 2026-10-17 | |
| FREE | Unity First Price 2026-06-20 2026-06-27 |
Sale and bundle history
The 2 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About RePivot
- Tools, Systems & Learning > Development Tools & Automation
RePivot gives you a dead-simple way to reposition the pivot point of scene objects without touching your meshes or re-importing assets.
Select an object, pick a new pivot from the preset grid or drag the handle in the Scene View, hit Apply. Done. The object stays exactly where it was — only the pivot moves.
Under the hood it creates a lightweight parent wrapper that acts as the new origin. No mesh modification, no asset changes, no runtime overhead. The wrapper inherits layer, tag, and static flags automatically.
Works on any GameObject with renderers — imported FBX models, ProBuilder meshes, prefab instances (after unpacking), multi-child hierarchies. Bounds are calculated from all child renderers so presets always snap to the visual shape, not just the root transform.
Full undo/redo support. Every operation collapses into a single undo step so Ctrl+Z reverts cleanly. If you apply a pivot and change your mind later, just apply again — it repositions the existing wrapper instead of nesting.
Built with UI Toolkit. Ships as editor-only code — nothing ends up in your player builds.
Select an object, pick a new pivot from the preset grid or drag the handle in the Scene View, hit Apply. Done. The object stays exactly where it was — only the pivot moves.
Under the hood it creates a lightweight parent wrapper that acts as the new origin. No mesh modification, no asset changes, no runtime overhead. The wrapper inherits layer, tag, and static flags automatically.
Works on any GameObject with renderers — imported FBX models, ProBuilder meshes, prefab instances (after unpacking), multi-child hierarchies. Bounds are calculated from all child renderers so presets always snap to the visual shape, not just the root transform.
Full undo/redo support. Every operation collapses into a single undo step so Ctrl+Z reverts cleanly. If you apply a pivot and change your mind later, just apply again — it repositions the existing wrapper instead of nesting.
Built with UI Toolkit. Ships as editor-only code — nothing ends up in your player builds.