GESxQbee – Scene Layout Tools
Six editor tools in one dockable window: align and distribute, bulk rename, array, scatter, build materials from PBR textures, and remap materials in bulk — with preview, undo and revert.
by Grim Edge Studio
Price History +
Six editor tools. One window.
GESxQBEE Tools puts the jobs you repeat every single day into a single dockable window, so you stop hunting through menus and stop nudging objects by hand.
Every tool previews before it writes, every operation is undoable, and material remaps stay revertable even after you restart Unity.
ALIGN & DISTRIBUTE
Photoshop's align buttons, for a Unity scene.
- Align Min / Center / Max on X, Y and Z
- Distribute by even centres, or by even edge gaps
- Fixed Gap — rebuild a row at an exact edge-to-edge distance
- Use Bounds toggle: line objects up by their visible edges or by their pivots
- Ctrl+Alt+1/2/3 to centre the selection on X/Y/Z from anywhere in the editor
The Use Bounds toggle is what makes this usable on real props: a barrel and a crate of different sizes sit flush against the same wall, instead of lining their pivots up and looking wrong.
BULK RENAME
Rename a hundred objects or assets in one pass, and see every result first.
- Prefix, suffix, numbering, find & replace, trim, case, base name
- Live preview of every original → new pair before anything is written
- Scene objects and project assets, including folder contents
- Illegal characters, empty names and in-folder collisions are flagged and skipped rather than failing halfway through
- Asset renames go through AssetDatabase, so references and .meta files survive
MATERIAL FROM TEXTURES
Point it at a folder of PBR maps and get finished materials on your active pipeline.
- Groups texture sets automatically — select 40 files, get 10 materials
- Detects every slot from the filename, with per-texture overrides before you commit
- Packs the map your shader actually wants: metallic + smoothness for URP and Built-in, a full mask map for HDRP
- Inverts roughness to smoothness during packing — the fix for those inverted-looking surfaces you get from direct assignment
- Reimports normal maps as Normal Map type and turns sRGB off on data maps
- Hands new materials straight to the Material Remapper, matched by name
MATERIAL REMAPPER
Swap materials in bulk across scenes, prefabs and imported models.
- Scopes: Selection, Open Scenes, All Scenes, All Prefabs, Entire Project
- Swap by Name — point at a folder of replacements and match a whole set in one click
- Auto-fill by pattern, e.g. {name}_URP
- Create Converted Copies — duplicates materials onto the active pipeline's Lit shader, carrying maps, colours, blend mode and keywords across
- Recovers materials whose shader has been deleted, by reading the serialized property block directly off the asset
- Model materials are written through the importer's remap table, which is the only way that assignment survives a reimport
- Preview mode, CSV report, and reusable GUID-based Remap Profiles
- Revert Last Apply — a persistent journal restores every slot an apply changed, including project-wide writes made in an earlier session
ARRAY
A Blender-style array modifier for Unity, editable at any time.
- Linear and Radial modes
- Relative Offset is a multiple of the object's own bounding box, so copies stay butted together even after you swap the mesh for a different one
- Fit Length derives the count from a distance to fill
- Per-step rotation and scale compound along the array — a constant offset plus a step rotation gives you spiral staircases, coiled pipe and twisted columns directly
- Seeded randomise for position, rotation and scale, so a run of fence posts stops looking cloned
- Copies keep their prefab link
- Flatten or Apply when you're done, and the component disappears
SCATTER
Fill a box, sphere or cylinder with randomly placed copies.
- Three shapes with editable bounds, drawn as a scene gizmo
- Volume or surface fill for spheres and cylinders
- Scatter several source objects at once — each instance picks one at random
- Random rotation and scale, with a Uniform toggle that keeps proportions
- Minimum distance between instances, so a scatter never clumps into visible pairs
- The distribution is corrected for the shape, so density is even rather than crowded towards the centre
TWO SIDED STANDARD SHADER (Built-in pipeline)
A Standard-equivalent PBR shader that draws both faces of a polygon and flips back-face normals, so foliage cards, curtains and single-sided walls are lit correctly from behind instead of going flat black. Alpha clipping applies to shadows too.
REPRODUCIBLE BY DESIGN
Array and Scatter place instances from a seed, keyed per instance index. Raise the count and the instances already placed do not move. The same seed rebuilds the same result after an undo, a scene reload, or on a teammate's machine.
WHAT'S INCLUDED
- Six editor tools in one dockable window, each also opening standalone
- Two Sided Standard shader for the Built-in pipeline
- A generated demo scene to practise on — built from code, so no third-party content
- Full documentation per tool, plus a Quick Start guide and changelog
- Complete C# source, no DLLs