Unity Editor Tool · v1.0.0
Capture children of a parent in local space — move the parent and the configuration follows. Stack configs at every depth of the hierarchy and switch between combinatorial scene states with one call. Works in Edit, Play, and Build.
The workflow
Select objects, click Capture, and choose what gets included: selected only, selected with children, all descendants, or one level of children. Each config is stored as its own ScriptableObject.
Colored category bars with isolate mode. Live text search. Filter by selection in three modes — Any, All, or Only — to find configs touching specific objects.
Pick an apply mode per config — Auto, World, Local, or Selected-Only. Toggle position, rotation, scale independently. Snap instantly or lerp with the config's own easing curve.
The signature feature
Capture a parent's children — not the parent itself — and the config becomes portable. Move the parent anywhere, the children follow. Layer this at every level of the hierarchy and a handful of small captures produces a tree of combinatorial scene states.
Everything inside
Queue configs in one scene, import into another. A resolution dialog walks any renamed objects — resolving one ancestor propagates to all its children.
Copy a pose from one config onto another's objects, even when names differ. Map-by-Order pastes a 60-object rig onto a differently-named variant in one click.
Rename a scene and the library folder follows. Duplicate it and the tool offers to clone configs into a fresh library — runtime references are rebound automatically.
Status badges flag orphaned references — yellow for partial, red for fully stale, asterisks on categories. Clean orphans per-config or across the whole scene.
Each config carries its own AnimationCurve and duration. Pass lerp: true to interpolate; omit it to snap. StopLerp() cancels in flight.
RuntimeCaptureWriter snapshots live transforms during gameplay and persists them as JSON in persistentDataPath. Optional auto-purge keeps only the N most recent.
Assign trigger keys per config with a per-key Snap or Lerp transition. Supports both the new Input System and the legacy Input Manager.
Runtime classes — RuntimeApplyExample, RuntimeCaptureWriter, RuntimeApplyOptions — have no UnityEditor references and ship safely in builds.
Runtime API
RuntimeApplyExample plays back configs captured in the editor. RuntimeCaptureWriter snapshots live transforms during gameplay and persists them as JSON.
Both have no UnityEditor dependency and ship safely in builds. Use the example components as-is, or call the core API from your own scripts.
Capture once. Stack at every depth. Switch with one call.