Scene
Hierarchy management that behaves like a real DCC outliner, plus bulk layer/tag editing and one-click project cleanup.
3 toolsIf you've scattered rocks in Houdini, painted weight maps in Blender, or dropped props with a physics sim in your favorite DCC app, you already know how BSM Tools works. It's not a world generator and it won't design your level for you - it's the toolkit that closes the gap between "I know how to do this" and "I can do this in Unity right now," so environment and virtual-film artists stop losing time to native panels, one-off editor scripts, and a shelf of unrelated plugins.
Why BSM Tools
BSM Tools doesn't generate a world for you. It gives you, the artist, the tools you already trust from other 3D applications, so you stop hunting for a plugin, stop learning to script, and stop paying for five different assets from five different authors that don't share a common feel.
Flagship Tools
The full suite covers ten categories - these four give the clearest sense of how BSM Tools approaches a problem: borrow the workflow artists already trust, adapt it to Unity's Editor.
Scattering
BSM Scatter places prefabs with weighted random selection, slope and altitude filtering, and attraction/repulsion toward density-map hotspots - the same controls you'd reach for in a procedural scattering SOP. BSM Drop follows up with a physics pass that settles every placed prop onto the actual geometry, so nothing floats or clips.
Both tools share undo-safe batch placement and configurable parenting, so a forest pass stays organized in the Hierarchy instead of dumping thousands of loose objects at the scene root.
Replaces: manual placement, or a Houdini round-trip just to scatter props.Painting
BSM Texture Painter brushes albedo, normal, height, metallic, roughness and AO directly onto a mesh's textures with GPU-accelerated layers - the kind of hand-authored surface detail you'd normally round-trip through Substance Painter for. BSM Vertex Paint covers the other half of that gap: with Polybrush removed from Unity 6's Package Manager, it's the toolkit's own per-vertex RGBA brush for blend masks and grime.
Replaces: a Substance Painter export cycle for simple surface edits.Animation
Light FX groups lights visually and drives them with Pulse, Strobe, Flicker and Fade animations, each with its own timer, intensity range and normalize pass. Motion FX covers the rest of procedural animation - orbit, wave, spring follow - without opening the Animation window for a one-off move.
Unity has no built-in light-linking workflow at all; Light FX is the toolkit's answer to a gap every other DCC app already closed years ago.
Replaces: manually toggling light components, or hand-written coroutines.Utilities
The Material Browser scans and filters every material already in the project,
opens on the tab matching your active render pipeline, and creates new URP or
HDRP materials with sensible default tags. Its External tab goes further: it
pulls real, license-free PBR materials straight from Poly Haven and ambientCG,
at your choice of resolution, and packs roughness and AO into a proper
_MetallicGlossMap or _MaskMap automatically.
Gallery
A wider sample of what's inside - screenshots to be added as the Asset Store listing goes live.
The Suite
Every tool lives under a single BSM Tools menu in the Unity Editor,
organized by what you're actually doing - scattering a forest, painting a cliff
face, wiring up a camera move. Full parameter references for all 28 editor tools
and 6 runtime components live in the documentation.
Hierarchy management that behaves like a real DCC outliner, plus bulk layer/tag editing and one-click project cleanup.
3 toolsDensity-driven prefab placement, array cloning, physics settling and alignment/distribution helpers.
4 tools6-channel PBR texture painting, prefab brushes, per-vertex color painting, and interactive HDRP decal placement.
4 toolsSplatmap blending, procedural distribution masks, and GPU-instanced grass with wind and LOD.
3 toolsCinemachine 3.x presets and camera events, plus a spline-based Shot Designer with Timeline export.
2 toolsHDRP light-linking groups with built-in animation presets, and procedural motion for objects without keyframing.
2 toolsOffline HDRP path-traced renders with AOV export and ray-tracing setup automation, plus a live framebuffer/AOV preview.
2 toolsSpline-driven organic plant growth and configurable procedural rock meshes.
2 toolsRain, snow, wind-driven grass, procedural plants and rocks, and a cinematic camera - drop straight into a playing scene.
6 componentsMaterial browser with CC0 downloads, an in-viewport measuring/inspection toolkit, package installer, texture generator, UV checker and version snapshots.
6 toolsRequirements
Unity is the only hard requirement. Everything else is feature-gated: install a package only if you want the tools that use it, and the rest of the suite is unaffected either way.
Unity 6.0 or later. Validated on Unity 6.5 (6000.5) and 6000.3.
com.unity.splines for Shot Designer and two runtime components -
com.unity.cinemachine for the Camera System -
HDRP for Decal Painter, Light FX, Renderer, Framebuffer and Ray Tracing Setup.