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collision-proxy

collision-proxy

github.com/arjun988Development1.3k272 installsUpdated 16w ago
Repository

About collision-proxy

A 3D modeling skill for creating simple, stable collision proxies for game assets. It covers collider selection, Unreal and Unity conventions, naming, and validation.

Key features

  1. 01Choose primitive or convex colliders
  2. 02Set Unreal UCX naming
  3. 03Prepare Unity collider proxies
  4. 04Validate collision behavior

Use cases

  1. 01Create blocking volumes for game physics
  2. 02Prepare UCX collision geometry for Unreal
  3. 03Set up hitboxes for interactable objects

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/arjun988/blender-skills --skill collision-proxy

After installing, type/collision-proxyin Claude Code to confirm it loaded.

Bundled filesreferences/collider-recipes.mdreferences/engine-naming.md

Details

From the project README

Collision Proxy

Simple, stable colliders. Prefer primitives and convex pieces over render mesh.

When to Use

  • Game physics / blocking volumes
  • Unreal UCX export
  • Unity mesh or primitive colliders
  • Hitboxes for interactables

Workflow

Identify collision needs → Build proxies → Name correctly
  → Test overlaps → Export with render mesh

Collider Types

TypeUse
BoxCrates, walls, simple props
CapsuleCharacters, poles
SphereBalls, soft approximates
Convex hullOrganic / irregular single body
Multiple convex (UCX)Vehicles, complex props

Unreal Naming

UCX_SM_Asset_01
UCX_SM_Asset_02
  • Must match associated mesh naming rules for auto-association
  • Convex only for UCX

Unity Notes

  • Prefer engine primitives when possible
  • Mesh colliders: convex toggle for dynamic rigidbodies
  • Keep proxy collection exportable

Authoring Rules

  1. Slightly smaller than visual mesh to reduce snagging (project-dependent)
  2. No holes; watertight convex pieces
  3. Apply scale
  4. Origin aligned with render mesh
  5. Collection: COL_Collision_[Asset]

Validation

  • Player cannot fall through intended blockers
  • No huge invisible walls beyond mesh
  • Wheel/character capsules oriented correctly
  • Named for target engine

Constraints

MUST DO
  • Prefer few simple shapes over one complex mesh
  • Match engine naming conventions
  • Keep proxies in dedicated collection
MUST NOT DO
  • Use render LOD0 as physics mesh by default
  • Non-convex UCX for Unreal auto-convex workflows

Reference Guide

TopicReferenceLoad When
Collider Recipesreferences/collider-recipes.mdWhen needed
Engine Namingreferences/engine-naming.mdWhen needed

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