Guides Transforms Use the Scene Grid and Snap Controls

Transforms 1 min read Updated Apr 2026

Use the Scene Grid and Snap Controls

Use the Scene grid and snap controls when you want object placement to land on predictable increments.

This matters most when you are:

  • laying out tile-based levels
  • placing sprites on clean intervals
  • aligning 3D props and collision
  • rotating or scaling objects in predictable steps

Where to Find It

In the Scene toolbar:

  • Snap turns transform snapping on or off
  • Grid opens the grid and snap settings for the current Scene mode

The Scene mode matters:

  • in 2D, the grid uses the 2D spacing values
  • in Perspective, the grid uses the 3D spacing values

The 2D Grid and Snap popover showing grid visibility, snap toggle, grid spacing, move snap, rotate snap, and scale snap settings.

What You Can Change

The Grid popup controls:

  • whether the Scene grid is visible
  • grid spacing
  • move snap increment
  • rotate snap increment
  • scale snap increment

If you want move snapping to match the visible grid exactly, use Use Grid Spacing. In the screenshot above, that would copy the Grid Spacing value into Move Snap.

Temporary Snap

Even when Snap is off, you can still hold Ctrl while dragging a gizmo to snap temporarily.

That gives you a quick way to line things up without leaving snapping enabled all the time.

Suggested Starting Values

For 2D tile-based work, a good starting point is often:

Grid Spacing: 32
Move Snap: 32
Rotate Snap: 15
Scale Snap: 0.1

For general 3D scene layout, a good starting point is often:

Grid Spacing: 1
Move Snap: 1
Rotate Snap: 15
Scale Snap: 0.1

Adjust these to match the authored scale of your project.

Recommended Tilemap Workflow

When building a tilemap-driven level:

  1. set the 2D grid spacing to match your tile size
  2. set Move Snap to the same value
  3. paint tiles into the tilemap
  4. use Place Sprite when you want a selected tile to become a normal scene object

That keeps tilemaps and tile-derived sprite placement aligned to the same authored rhythm.

If you are laying out canvas UI instead of world objects, use the UI anchor workflow instead. See Lay Out UI with Anchors, Buttons, and Parenting.

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