| name | collision-proxy |
| description | Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP. |
| license | MIT |
| metadata | {"author":"https://github.com/arjun988","version":"1.0.0","domain":"blender","role":"specialist","triggers":"collision, collider, UCX, UHX, convex hull, physics proxy, hitbox, blocking volume","related-skills":"lod-pipeline, unity-export, unreal-export, asset-optimization, physics-sim"} |
Collision 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
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 |