BSM Tools

The 3D App Workflows You Know, Built Into Unity.

If 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.

Unity 6.5 validated Works with URP & HDRP Full C# source included Full Undo support
Screenshot placeholder BSM Tools menu open over a Scene view mid-scatter: prefabs placed with density/slope filters, the Outliner's color-coded groups visible in the Hierarchy panel.

Made for the Artist, Not the Programmer

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.

A Closer Look at Four 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.

Screenshot placeholder Scatter window with a prefab weight list and slope-filter sliders, next to a Scene view showing rocks settled on a hillside.

Scattering

Scatter, then Drop - the Houdini reflex

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.
Screenshot placeholder Texture Painter panel with layer stack and brush settings, painting a weathered edge onto a rock material in the Scene view.

Painting

6-channel PBR painting, without Substance

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.
Screenshot placeholder Light FX window showing a light-linking group with three lights checked, and a Strobe animation preset selected.

Animation

Visual light linking - no other Unity tool does this

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.
Screenshot placeholder Material Browser's External tab: a grid of CC0 material thumbnails with Poly Haven and ambientCG source tags and a resolution picker.

Utilities

Real CC0 materials, without leaving the Editor

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.

Replaces: browser downloads, manual unzip, and hand-wiring texture slots.

More of the Suite

A wider sample of what's inside - screenshots to be added as the Asset Store listing goes live.

Availability

BSM Tools is coming to the Unity Asset Store

The full suite will be distributed as a single package on the Unity Asset Store. The store link will be added here as soon as it's live - check back soon.

Link coming soon

One Toolkit, Ten Categories

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.

Scene

Hierarchy management that behaves like a real DCC outliner, plus bulk layer/tag editing and one-click project cleanup.

3 tools

Scattering

Density-driven prefab placement, array cloning, physics settling and alignment/distribution helpers.

4 tools

Painting

6-channel PBR texture painting, prefab brushes, per-vertex color painting, and interactive HDRP decal placement.

4 tools

Terrain

Splatmap blending, procedural distribution masks, and GPU-instanced grass with wind and LOD.

3 tools

Camera

Cinemachine 3.x presets and camera events, plus a spline-based Shot Designer with Timeline export.

2 tools

Animation

HDRP light-linking groups with built-in animation presets, and procedural motion for objects without keyframing.

2 tools

Rendering

Offline HDRP path-traced renders with AOV export and ray-tracing setup automation, plus a live framebuffer/AOV preview.

2 tools

Procedural GameObjects

Spline-driven organic plant growth and configurable procedural rock meshes.

2 tools

Runtime Components

Rain, snow, wind-driven grass, procedural plants and rocks, and a cinematic camera - drop straight into a playing scene.

6 components

Utilities

Material browser with CC0 downloads, an in-viewport measuring/inspection toolkit, package installer, texture generator, UV checker and version snapshots.

6 tools

What You Need to Run It

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.

Required

Unity 6.0 or later. Validated on Unity 6.5 (6000.5) and 6000.3.

Optional - unlocks more tools

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.