--- 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 1. Slightly smaller than visual mesh to reduce snagging (project-dependent) 2. No holes; watertight convex pieces 3. Apply scale 4. Origin aligned with render mesh 5. Collection: `COL_Collision_[Asset]` ## Validation - [ ] Player cannot fall through intended blockers - [ ] No huge invisible walls beyond mesh - [ ] Wheel/character capsules oriented correctly - [ ] Named for target engine ## 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 |