A Unity tool that turns a concave mesh into a set of smaller convex hull meshes, stored inside a ScriptableObject asset, then spawns them as a compound MeshCollider.When importing, you can choose not to import the Demo folder if you don't need the demo scene.ConcaveColliderLite is a lightweight Unity editor tool for building compound convex MeshColliders from a concave mesh.Instead of using a single large convex hull (often inaccurate) or a non-convex MeshCollider (best for static geometry), ConcaveColliderLite decomposes your mesh into multiple smaller hull meshes, stores them inside a ScriptableObject asset, and then spawns them as child MeshCollider parts. This approach keeps your object compatible with dynamic Rigidbody physics while providing much better collision fidelity than one hull.Documentation | Discord | Email Typical use cases:Vehicles / car bodies / shellsComplex props with holes or curved shapesInteractive debris and pickupsSkinned meshes (snapshot bake from SkinnedMeshRenderer)Core workflow:Select an object with MeshFilter (or SkinnedMeshRenderer).Add ConcaveCollider component.Bake hull meshes into a ConcaveColliderAsset.Press Apply to spawn compound colliders (CC_Part_* children).Optional: enable Generate On Awake to apply automatically in Play Mode.Notes:Apply creates colliders only (physics). To visualize, use Unity Physics Debugger and enable Colliders.For best results, bake from the lowest LOD mesh to reduce convex cooking warnings and improve performance.The asset includes a demo scene that can be deleted*All content and objects shown in the images are licensed and officially permitted for use.Features:Editor bake: decomposes a source mesh into multiple hull meshesStores results in a ScriptableObject: ConcaveColliderAssetOne-click Apply spawns a compound of child MeshCollider partsWorks with MeshFilter and SkinnedMeshRenderer (snapshot bake)Runtime option: Generate On AwakeBake controls:Grid (X/Y/Z) granularityMax vertices per hullWeld factor (vertex merging)Min triangles per part + merge small partsDeterministic bake orderScale normalization (Auto / Always / Never)Cleanup system: generated parts are marked (safe Clear)Optional: hide generated parts in Hierarchy (HideFlags)Link to documentation: Offline inside the project (Built-in).




