Author reusable one- and two-handed grips for weapons, tools, and props. Pose, validate, save, and apply them across compatible Unity Humanoid characters.
Description
Weapons, tools, props, and interactable objects should remember how they are held.
Grip Studio provides a focused Unity workflow for authoring reliable hand grips directly on the object that owns them. Match the object and character scale, place the palm, wrap the fingers around the surface, refine individual joints, and inspect the complete pose on a Humanoid character.
Save the result as reusable, object-owned grip data and apply it at runtime using the included components.
KEY FEATURES
• Visual grip authoring inside Unity
• One-handed and two-handed grip creation
• Palm placement and contact-aware finger wrapping
• Three-axis refinement for individual finger joints
• Multiple hand positions per object
• Primary and support hand roles
• Left/right mirroring and reusable pose presets
• Character-scale matching and reach validation
• Wrist, stance, clearance, and movement previews
• Per-arm Follow Animation, Reach Object, and Keep Arm Pose behavior
• Object-owned grip profiles with rename-safe identities
• Grip Passports and clean presentation captures
• Generated third-person Playground for testing saved grips
• Runtime equip, pose-change, blending, contact, and release APIs
• Project auditing, compatibility checks, recovery, and ship-readiness tools
A SIMPLE WORKFLOW
Grip Studio is suitable for weapons, tools, handles, equipment, carried objects, and other interactable props. The core runtime does not require a third-party IK package and is designed to fit into an existing gameplay architecture.
INCLUDED
• Grip authoring and character-preview workspaces
• Runtime receiver, applier, and session components
• Demo scene and Sample Pistol
• White Mannequin Humanoid character
• Generated Playground workflow
• Presets, batch tools, and validation utilities
• Illustrated PDF guide and complete reference documentation
Grip Studio authors and applies grip relationships. It does not replace your inventory, networking, input, weapon logic, or animation state machine.