> For the complete documentation index, see [llms.txt](https://doc.realvirtual.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://doc.realvirtual.io/basics/user-interface/group-assignment-tool-pro.md).

# Group Assignment Tool (Pro)

{% hint style="info" %}
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.
{% endhint %}

The Group Assignment Tool is a dedicated scene-picking tool for organizing GameObjects into [Groups](/components-and-scripts/motion/group.md) by clicking, dragging, or assigning whole connected assemblies directly in the Scene View. It complements the hierarchy-based [Selection Window](/basics/user-interface/selection-window.md) and the axis-based [Kinematic Tool](/basics/user-interface/kinematic-tool-pro.md) with a pure scene-picking workflow for rapid bulk assignment.

<figure><img src="/files/b7Z98pI2vnAw3mSKj9xn" alt="Group Assignment Tool assigning fences to a group in the Scene View"><figcaption><p>Painting meshes into the "Fences" group directly in the Scene View</p></figcaption></figure>

## 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.

{% hint style="info" %}
Connected mode requires the Burst Compiler. Without it the button is disabled.
{% endhint %}

## 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

* [Group](/components-and-scripts/motion/group.md) – the component that stores the group assignment
* [Selection Window (Pro)](/basics/user-interface/selection-window.md) – hierarchy-based selection and grouping
* [Kinematic Tool (Pro)](/basics/user-interface/kinematic-tool-pro.md) – axis-based assignment for kinematic chains
* [Group Manager](/basics/runtime-ui/group-manager.md) – runtime visibility control of groups

\
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