Have you ever noticed that Unity5 doesn’t have any snap to grid functionality? Its conspicuously missing even though its in most other tools like this (Unreal, Blender, Maya, Etc.). Never fear because Unity Technologies have provided a way to add substantial new capabilities to the editor through something called editor extensions.
Grid Snap Extensions in the Asset Store
There are a number of extensions in the asset store which allow you to snap your objects to a grid, but I have only tried this one called Quick Set Object Placer (free version) and it is actually awesome. There is also an inexpensive paid version which I haven’t tried. The following videos show you how to leverage it and help you get around some of its quirks.
Installation and Setup
It is really easy to use.
Advanced Usage and Prefabs
There is a quirk with using prefabs but it works really well if you just do this one extra step that I show you in the video.
Organization and Prefab Offsets Matter
In this video I talk about how to have it automatically organize your painted objects for you and also I talk about why offsets in your prefab can make a big difference (for better or worse).
An apparent problem (and a solution)
It seems to be snapping objects at the wrong place, and it seems to be incapable of putting them at the *right* place. Primarily it ended up being a viewing window perspective/iso issue and when I fixed that the problem went away.
When you begin to build a game in Unity3D or any other engine, Framework, or SDK you are likely going to need resources to use (unless you want to build everything yourself which is admirable but can take a long time) so here is a running list of the best resources I have found so far.
There are getting to be a shit-ton of game engines out there in the world and some of them can demonstrate really freaking amazing technology, but there are some things to consider above and beyond the technologies that the game engine advertises and provides and the single most important of those imho being an extensive, significant, and engaged user community. Without that you will have to figure everything out by yourself, and perhaps more importantly, if you have a major problem with the engine you could be the only one complaining to the developer. With an extensive user community those things become less likely.
A few things:
If an engine is not being regularly maintained I don’t want it on this list.
Just because it has 3D support or 3D acceleration doesn’t mean its a 3D engine
To be clear those things are fantastic and important regardless of whether I label it as a 3D engine.
A big part of my analysis about these engines is the quality of what has already been made in them.
Modern Full-3D Engines with significant user communities