All In One Prefab Builder Kit OFFICIAL SALE

Version 0.8.0: early access. Expect rough edges: tell us what you find and it gets fixed.

Your asset packs are full of great pieces. The All In One Prefab Builder Kit turns any of them into a kit you can build with: fast, snapped, and without ever changing the pack's own files. Everything happens in one window with seven tabs, so you never hunt through the Project window.


HOW IT WORKS

  1. Add a pack: a folder in your project, a .unitypackage, or a .zip or folder on disk.
  2. Check one review screen. Every piece is measured and sorted for you: category, front, size, grid and floor type. Change what you like.
  3. Build. Pick a piece in the palette and click in the Scene view.

ANY PACK BECOMES A KIT

  • Works with prefabs and with raw models.
  • The scanner sorts pieces into categories, reads their fronts and sizes, guesses the kit's grid, and flags problems: materials for another render pipeline, odd pivots, scaled roots, missing meshes.
  • Packs at different scales? Match a new pack's size to one you already have.
  • The pack's own files are never changed. Placeable copies are prefab variants kept in your own data folder.
  • Scan a pack again any time: your own edits survive.
  • Two sample kits come with it (Kenney's City Kits and Modular Buildings, CC0), made in one click, with three demo scenes.

PLACE

  • Stamp: click to place. Pieces snap flush to their neighbours, line up and take the turn of what they snap to, or snap to the grid. Green fits, red overlaps. R turns, T tilts, hold either to turn freely, G straightens.
  • Roads: drag a road and the right tiles go down: straights, corners, T-junctions, crossroads and dead ends, joined to the roads already there.
  • Brush: paint trees, rocks and clutter by radius and density, turned and scaled at random, never on top of each other.
  • Fill: fill an area, the outline of your selection, or the ground round it.
  • Row and Spline: lines and curves of anything, end to end or one every few metres, with start and end caps. Splines stay editable.
  • Erase: a circle removes kit pieces, all of them or one category.
  • Works on terrain, on roofs and tables, on models with or without colliders, and inside Prefab Mode.

DRESS

  • Street: furniture along every road by your rules, each kind at its own spacing and side, doorways kept clear.
  • Closures: close a road in one drag with barriers, cones, a sign with your text and an invisible wall. Change it afterwards.
  • Signs: your own text on any sign board, or laid flat on the ground or a wall. Font, colour, size and backing.
  • Decals: graffiti, road markings, stains and posters on any surface.
  • Cables: power lines, washing lines and bunting that sag between two points.
  • Fence: drag an area or fence your selection. Corners and a gate are placed for you, and new fences meet the old ones.
  • Vary: swap copies for lookalikes, other materials, palette colours and turns, so nothing looks copy-pasted.

PHYSICS

  • Place: drop or throw pieces and let real physics settle them, under the mouse, over a box, along a line or round a ring.
  • Scatter: spread, explode, heap or nudge the selection.
  • Arrange: line, arc, circle, grid or level.
  • Untangle: one key pushes apart pieces that are inside each other.

MOVE

  • Move, Rotate and Scale with the kit's snapping instead of Unity's handles, from an anchor you choose.
  • Select by a box, circle or ball you draw: add, subtract or intersect.
  • Show / Hide: hide or lock a whole category while you work.
  • Cutaway: slice the roof or the near walls away in the Scene view and build inside. Every tool places straight through the cut.

FIX

  • Snap to the ground. Find floating and sunken objects. Remove doubles. Select similar. Randomize turn, tilt, scale and colours. Replace pieces and keep their place.

CHECK

  • Clipping: find pieces that go into each other and push them apart.
  • Validate: check the scene against your own rules: spacing, setback from the road, triangle budgets, crowded cells, mixed styles, static flags and lightmap UVs.
  • Performance: objects, triangles, materials and shadow casters against your budgets, and the heaviest meshes one click away.
  • Play: click a spot and Play starts there.
  • Measure: distances, and the time to walk, run or drive them.

PALETTE AND WORKFLOW

  • Every kit's pieces as thumbnails, with search, favourites, recent, and Quick pick to find any piece by name at the mouse.
  • Alt-click picks up any placed piece, in any tool. Drop anything on the palette to add it to a kit.
  • Save a few placed pieces as a set and place it as one.
  • Re-roll (N) lays the last fill, stroke, row or spline again with a new mix.
  • Groups and Combine: merge what you placed into a few meshes, colliders kept.
  • Placed pieces file themselves into tidy scene folders by category.
  • Each tool's main settings sit in a small Scene view overlay, and a first-run tour gets you started.

YOUR RULES, YOUR KEYS

  • Nothing assumes a game. Categories, grids, budgets, floor types, styles, sign text and folder names are data you can change, and export as a preset to share between projects.
  • 1–9 pick tools, Shift+1–7 pick tabs, every tool can have its own key, every shortcut can be rebound, and tabs, tools and palette go in the order you drag them.
  • Add your own tabs and tools from code, and listen for what gets placed.

BUILT FOR PRODUCTION

  • Unity 6000.3 or newer
  • Built-in and URP
  • No package dependencies
  • Editor-only tools, with tiny runtime helpers
  • Full C# source
  • Offline documentation, tooltips on every control
  • One Undo step per action
  • Works with Domain Reload off

GOOD TO KNOW (LIMITS)

  • It's an editor tool: it builds scenes in the Unity Editor, and adds nothing to your game at runtime beyond a few tiny helper components.
  • Built-in and URP are tested. HDRP is not. 
  • The cutaway shows one cut at a time, and slices the Scene view only.
  • The sample models are low-poly and small: the kit scales them when it makes the sample kits.
  • Updating from an earlier version: delete the old product folder first, then import. Your kits and settings are kept (they live in a separate data folder).