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Group Assignment Tool (Pro)

The Group Assignment Tool is a dedicated scene-picking tool for organizing GameObjects into Groups by clicking, dragging, or assigning whole connected assemblies directly in the Scene View. It complements the hierarchy-based Selection Window and the axis-based Kinematic Tool with a pure scene-picking workflow for rapid bulk assignment.

Group Assignment Tool assigning fences to a group in the Scene View

Painting meshes into the "Fences" group directly in the Scene View

Open the tool in one of three ways:

  • Menu Tools > realvirtual > Group Assignment (Pro)
  • Keyboard shortcut Alt+G
  • The Group Assignment toolbar toggle in the Scene View overlay toolbar

The large button at the top toggles Scene Picking on and off. When it is ON (green) you can pick meshes in the Scene View; when OFF (yellow) the tool is idle and normal selection works as usual. Press Escape in the Scene View to switch picking off at any time.

Pick the group you are currently assigning to from the Active Group dropdown, or type a name into New Group and press + Create to start a fresh group. The active group name is shown in its group color and is remembered across Editor sessions.

ModeAction
AssignClick (or drag over) meshes to add them to the active group.
RemoveClick meshes to remove them from the active group.
ConnectedClick a mesh to assign its entire connected assembly (flood-fill). Requires the Burst Compiler.

You can also use modifier keys while in any mode: Shift + Click removes, and Ctrl + Click assigns the connected assembly.

In Connected mode, hovering a mesh previews the whole connected blob in the group color, and clicking assigns all of it at once. The Tolerance slider (0–5 mm) controls how large a gap between meshes is still treated as “connected” — increase it to bridge small gaps in imported CAD geometry. A status line shows how many blobs and meshes were detected, and an Undo Last button reverts the most recent connected assignment in one step.

OptionDescription
Include ChildrenAlso assigns the clicked object’s child meshes to the group.
Exclusive (only unassigned meshes)Skips meshes that already belong to any group, so you only fill the gaps. Blocked meshes are highlighted red on hover.
Isolate UnassignedHides all meshes that already have a group, leaving only the unassigned ones visible — a fast way to find what still needs assigning.
Show All Group ColorsTints every grouped mesh in its group color directly in the Scene View. Uses a MaterialPropertyBlock, so there is no per-frame performance cost.

A progress line below the options shows how many meshes in the scene are already assigned, for example 73/100 meshes assigned (73%).

The GROUPS list shows every group in the scene with a color swatch, member count, and a filter field. Click a group name to make it active. Each row has the following buttons:

ButtonAction
SelSelects all members of the group in Unity.
IsolIsolates the group — hides every mesh that is not a member.
HideHides all members of the group.
✕Removes the group and all its assignments after confirmation.

The History panel lists the last 10 assignments (newest first). For each entry you can press ✕ to remove that object from the group again, or ◎ to ping and frame the object in the Scene View.

ButtonAction
Show AllRestores everything hidden by Isolate / Hide / Isolate Unassigned.
Reset HighlightsClears all hover and group-color highlights.
RefreshRescans the scene and rebuilds the group list, statistics, and highlights.
  1. Open the tool with Alt+G and make sure Scene Picking is ON.
  2. Choose an Active Group or create a new one with + Create.
  3. In Assign mode, click or drag over the meshes you want to add. Use Ctrl + Click to grab a whole connected assembly.
  4. Use Show All Group Colors to review the result, then refine with Shift + Click (remove) where needed.


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