Collision Director Pro

Steven Seidler (Blendscapes3D) in Modeling


Can one mesh get more than one UCX collider?
Yes. Multi Hull splits a concave mesh into several convex parts named UCX_Name_00, UCX_Name_01 and so on. In Edit Mode you can also build each part yourself from a selection.
My prop has no bottom face. Will Multi Hull treat it as solid?
Raise Close Holes until the opening counts as closed. At the default, open shells such as cups and bowls stay hollow on purpose.
Which engines are supported?

Unreal, Unity, Godot and a Generic naming option. Each collider is named the way that engine reads collision on import.

Why will Unreal not import my collision?

Unreal only treats a mesh as collision when it is named with a UBX, USP, UCP or UCX prefix. Collision Director Pro names them for you automatically.

What collider shapes can I make?

Box, Sphere, Capsule, Convex Hull, Multi Hull (several convex parts for concave meshes) and a Simplified decimated copy of the mesh.

Does it change my original mesh?

No. Colliders are separate objects built from your evaluated mesh, so your original is never touched.

Can I make colliders for many objects at once?

Yes. Select as many meshes as you like and generate a collider for each in one click, with correct Unreal indexing.

What is the Convex Hull collider?

One tight convex shape wrapped around your mesh, with a vertex limit (32 by default). In Unreal it imports as a UCX collision mesh. For concave meshes use Multi Hull.

When should I use the Simplified collider?

When you need the real concave shape as one collider in Unity or Godot. For Unreal it is split into convex parts automatically, because Unreal only accepts convex UCX collision.

Does the margin option help?

Yes. Margin expands box, sphere and capsule colliders outward by a set distance, so the collision is slightly larger than the visible mesh.

Where do the colliders go?

Into a Colliders collection. They display as wireframe so they do not hide your model, are hidden from render, and are parented to the source so they move with it.

How do I remove colliders?

Use Clear Selected to remove the colliders under your selection, or Clear All to remove every collider in the scene.

Does it work with modifiers?

Yes. The collider is built from the evaluated mesh, so modifiers like Mirror and Array are taken into account.

Which Blender versions are supported?

Blender 4.2 and later, tested on 4.5 LTS and 5.2 LTS. Pure Python with no external dependencies, on Windows, macOS and Linux.

$8.49

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Details
Blender Extension Compatible Yes
Rating
1 ratings
Published 5 months ago
Blender Version 4.2 - 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL

Steven Seidler (Blendscapes3D)

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