Colliderkit

Skava in Rendering


ColliderKit — Documentation

v1.0.0 · Blender 3.2 + · Unity / Unreal 4-5 / Godot 4 · Windows / macOS / Linux


1. Install

  1. Download collider_kit_v1_1_0.zip (do not unpack).
  2. Edit → Preferences → Add-ons → Install, pick the ZIP, enable ColliderKit.
  3. Press N in the 3D Viewport → ColliderKit tab.

2. Quick start

  1. Select the source mesh.
  2. Sidebar → ColliderKit → pick engine + shape type.
  3. (Optional) toggle Mirror, Group in Collection, Validate Fit.
  4. Click Generate Collider.

3. Shape types

Shape How Best for
Box AABB of evaluated mesh Crates, simple props
Sphere Bounding sphere Round props
Capsule Auto-aligned to longest axis Characters, columns
Convex Hull Hull of evaluated mesh, interior stripped Weapons, rocks
Decimated Mesh Triangulated + collapse-decimated Concave props

Box / Sphere / Capsule use the evaluated mesh — Subdivision, Mirror, Shape Keys all contribute.

4. Engine naming

Engine Naming Collection
Unreal UBX_ / USP_ / UCP_ / UCX_ Unreal_Colliders
Unity the object_col Unity_Colliders
Godot 4 the object-col Godot_Colliders

5. Symmetry mirror

Enable Mirror Collider + axis (X / Y / Z). The addon generates the primary collider, then a mirrored copy with flipped normals via negative scale + recalc_face_normals.

6. Fit validator

Post-generation AABB containment check. Warns if the collider overshoots source bounds by more than 1% of the mesh diagonal. Common causes: too-aggressive Decimate ratio, Sphere on a tall mesh (use Capsule).

7. Compound colliders

Add Compound Shape stacks another collider on the same source (auto-indexed). Remove Last drops the most recent. Merge Compound → Single Hull unions every collider's vertices and computes one convex hull from the union.

8. Convex decomposition

Splits a concave mesh into N convex hulls via recursive bisection.

  • Max Hulls — upper bound on pieces (default 4).
  • Volume Threshold — drops hulls below this fraction of total volume (default 0.05).

9. Visual style

  • Wire display, per-shape color tint (Box green, Sphere red, Capsule blue, Convex yellow, Mesh purple).
  • Non-selectable + non-renderable.
  • Toggle Overlay hides / re-shows wireframes.

10. Troubleshooting

"Could not generate collider: empty mesh" — source has no vertices after modifiers.

"Collider overshoots source bounds by X%" — see section 6.

Decimated Mesh is jagged — raise the Decimate ratio closer to 1.0.

UCX_ prefix not detected in Unreal — collider must be a child of the visual mesh.

11. Limitations

  • Built-in decomposer is recursive bisection, not VHACD.
  • Physics materials stored as custom props; engine reads them via its own import script.
  • Decimated Mesh pre-pass has a 50-iteration / 3-second hard cap.

12. Support & License

Through marketplace messaging. GPL-3.0. Colliders you generate are yours to ship in any commercial project.

$9.99

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Details
Published about 2 months ago
Blender Version 4.2 - 5.2
Extension Type N/A
Render Engine Used Arnold, Blender-Internal, Blender-Game-Engine, Cycles, Eevee, Freestyle, Luxrender, Mental-Ray, Octane, Vray, Yafaray
License GPL