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Group Assignment Tool (Pro)

Assign GameObjects to groups by clicking directly in the Scene View

The Group Assignment Tool is a new feature in realvirtual 6.3.4. It is a Professional-only feature and is not available in the Starter version.

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

Opening the Tool

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

Scene Picking

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.

Active Group

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.

Modes

Mode
Action

Assign

Click (or drag over) meshes to add them to the active group.

Remove

Click meshes to remove them from the active group.

Connected

Click 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.

Connected Mode and Tolerance

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.

Connected mode requires the Burst Compiler. Without it the button is disabled.

Options

Option
Description

Include Children

Also 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 Unassigned

Hides 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 Colors

Tints 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%).

Groups List

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:

Button
Action

Sel

Selects all members of the group in Unity.

Isol

Isolates the group — hides every mesh that is not a member.

Hide

Hides all members of the group.

Removes the group and all its assignments after confirmation.

History

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.

Bottom Bar

Button
Action

Show All

Restores everything hidden by Isolate / Hide / Isolate Unassigned.

Reset Highlights

Clears all hover and group-color highlights.

Refresh

Rescans the scene and rebuilds the group list, statistics, and highlights.

Quick Start

  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.

See Also

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