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
- 01Choose primitive or convex colliders
- 02Set Unreal UCX naming
- 03Prepare Unity collider proxies
- 04Validate collision behavior
Use cases
- 01Create blocking volumes for game physics
- 02Prepare UCX collision geometry for Unreal
- 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-proxyAfter installing, type/collision-proxyin Claude Code to confirm it loaded.
Bundled filesreferences/collider-recipes.mdreferences/engine-naming.md
Details
From the project READMECollision 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
| Type | Use |
|---|---|
| Box | Crates, walls, simple props |
| Capsule | Characters, poles |
| Sphere | Balls, soft approximates |
| Convex hull | Organic / 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
- Slightly smaller than visual mesh to reduce snagging (project-dependent)
- No holes; watertight convex pieces
- Apply scale
- Origin aligned with render mesh
- 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
| Topic | Reference | Load When |
|---|---|---|
| Collider Recipes | references/collider-recipes.md | When needed |
| Engine Naming | references/engine-naming.md | When needed |
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