Stop manually naming and placing collision meshes. Collider Wizard generates engine-ready collision geometry directly in Blender with a single click — named correctly for Unreal Engine, Unity, or your own custom pipeline.
What it does
Select any mesh, pick your shape, and Collider Wizard creates a properly named collision mesh parented to your object and ready to export. No more typos in UCX_ prefixes. No more hunting through documentation to remember whether it's USP_ or UCP_.
Supported Engines
- Unreal Engine — UCX_ (convex), UBX_ (box), USP_ (sphere), UCP_ (capsule), with correct sequential suffixes (_00, _01...) per the official FBX Static Mesh Pipeline spec
- Unity — COL_ prefix with shape suffixes, compatible with Unity Asset Processor workflows
- Custom — define your own prefix for in-house or proprietary engine pipelines
Collider Shapes
- Box — fits the bounding box exactly, scale applied
- Sphere — wraps the longest bounding axis
- Capsule — auto-detects the tallest axis and aligns accordingly
- Convex Hull — computes a true convex hull from your mesh geometry
Pipeline-friendly features
- Live name preview before you generate anything
- Wireframe display, hidden from render, color-coded by engine
- Colliders parented to target objects so they move with your asset
- Batch generate across multiple selected objects at once
- Remove and Select All collider utilities built in
Built for game artists who export from Blender to Unreal or Unity and want their collision workflow to just work.