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Pivot

The Pivot panel sets where the gizmo sits on a prefab, and what the prefab turns and scales about. It shows above Collider Visualization when you select one prefab or one placed monument, and:

  • the prefab has a pivot of its own (a pivot that was moved or turned), or
  • Edit Pivot mode is on for it.

To give a prefab its first pivot, turn on Edit Pivot: press T, or click the Edit Pivot button on the transform widget. The button is green while the mode is on. The panel then shows. When you turn the mode off on a prefab that has no pivot of its own, the panel hides again.

  • A pivot starts on the prefab's own origin, where Rust has it.
  • A pivot belongs to the prefab, so every copy of that prefab has the same one. RustEdit keeps it for the next start.
note

A pivot only changes the editor. Maps and scenes still save the prefab's own origin, so a pivot never moves anything in the game. To see what the map saves, hover Position or Rotation in the Transform panel.

FieldWhat it does
Edit PivotOn: the move and rotate handles move and turn the pivot, not the prefab. A yellow line joins the pivot to the prefab's origin. Hotkey: T. It turns off when you select something else.
OffsetThe pivot's place from the prefab's origin, in meters, in the prefab's own space. It turns and scales with each copy.
RotationThe pivot's turn in the prefab's own space, in degrees. In local space the gizmo follows it.
Bounds CentrePuts the pivot in the middle of the prefab's box. The pivot's turn stays.
Bottom CentrePuts the pivot in the middle of the bottom of the prefab's box, a good point to stand a prefab on the ground. The pivot's turn stays.
Reset to OriginPuts the pivot back on the prefab's own origin, not turned.

Each change is one undo step. It does not make the scene unsaved, because the scene does not hold the pivot. A prefab with nothing to see, such as a spawner, has no box for Bounds Centre and Bottom Centre.

You can also set a pivot from the Hierarchy: right-click the prefab and pick Pivot. See Custom pivots.