Colliderkit
ColliderKit — Documentation
v1.0.0 · Blender 3.2 + · Unity / Unreal 4-5 / Godot 4 · Windows / macOS / Linux
1. Install
- Download collider_kit_v1_1_0.zip (do not unpack).
- Edit → Preferences → Add-ons → Install, pick the ZIP, enable ColliderKit.
- Press N in the 3D Viewport → ColliderKit tab.
2. Quick start
- Select the source mesh.
- Sidebar → ColliderKit → pick engine + shape type.
- (Optional) toggle Mirror, Group in Collection, Validate Fit.
- 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.
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