MESH COLLIDER OPTIMIZER – Advanced Animation Collider & BlendShape Colliders
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A powerful Unity Editor tool that automatically analyzes, optimizes, and rebuilds Mesh Colliders in a few clicks reducing physics cost, improving performance, and streamlining your workflow.Mesh Collider Optimizer is a productivity-focused Unity Editor tool that gives you full control over Mesh Colliders with real support for Concave/Convex workflows, Skinned Mesh, BlendShapes, Runtime Animated Colliders, LOD, and detailed stats/analysis.As projects scale, collider cost quietly grows: high-tri colliders, inconsistent convex settings, LOD collider overlaps, and broken runtime updates on animated characters. Mesh Collider Optimizer brings everything into a clean workflow and helps you keep physics performance under control.✨ Lower physics cost✨ Cleaner & safer collider management✨ Faster iteration (optimize → test → undo → refine)🛠️ How It WorksScans selected objects (and children) and collects source meshes (MeshFilter / SkinnedMesh)Builds an optimized mesh and rebuilds your colliders based on your settingsOptional Runtime Animated Collider mode: bakes skinned pose and updates colliders automaticallyGenerates clear stats: before/after verts–tris, memory, bake time, savings ratio, etc.Key Features (Based on Your Actual System)🟩 Concave / Convex ControlConvex mode with decomposition grid settings + “256 guard” safetyNon-convex Concave workflow for static use cases🎞️ Animated Collider (Runtime) — Skinned Pose BakingSource mode: BakeMesh or SharedMeshUpdate mode: EveryFrame / EveryNFrames / TargetHzOnly when visible option (skips updates when not visible for performance)Root-only option (avoids per-update decomposition for faster runtime updates)🧬 BlendShape Tracking (Automatic change detection)Detects BlendShape weight changesTriggers auto optimization/update when enabled no manual rebuilding📊 Stats & Savings SummaryVerts/Tris Before & AfterMemory Before & AfterBake TimeSavings Ratio (%)Convex: Generated Part Count🧯 Inflation (Normal-based offset)Inflate/deflate the generated collider slightly to fine-tune contact and penetration behavior🧩 LOD SupportOption to enable colliders only on the active LOD (prevents multiple LOD colliders being active)🧱 Merge ChildrenMerge child meshes for a more consistent optimization pipeline🗺️ Gizmos + Heatmap / Error LinesDraw generated colliders in SceneViewHeatmap points + error lines help visually validate qualityAutomatically uses a lighter draw mode when many colliders exist🧷 Scene Overlay Fallback (Important!)Even if SceneView gizmos are turned off, animation-mode wire drawing can continue via overlay🎛️ Preset Profiles (High Quality / Balanced, etc.)Save and apply profiles for quality, shape fidelity, inflation, decomposition settings in one click🌍 Support & CommunityJoin our Discord for support, tips, and discussionsFull documentation included with a quick-start guideIf Mesh Collider Optimizer improves your workflow, please consider leaving a review thank you! 🙏📦 Package ContentsMeshColliderOptimizer Runtime Component (core optimize / rebuild / runtime animation support)Inspector + Editor tooling (controls, quick actions, stats readout)OptimizationPreset system (save/apply profiles)MeshColliderOptimizerApi (public API for pipeline/automation integration)SimplificationJob (Burst + Jobs) (grid-based vertex welding simplification)InflationJob (Burst + Jobs) (normal-based vertex offset / inflation)LOD Module (LODGroup-aware collider behavior)Gizmos Module (wire + debug drawing)Heatmap + Error Lines (visual validation tools)Scene Overlay Module (overlay drawing when Scene gizmos are disabled)Menu Items + Toolbar/Button (fast access)Safety Helper (optional: prevent unintended MeshCollider usage when optimizer is present)Documentation (quick-start + full docs)✨ Key FeaturesOne-click Mesh Collider optimize & rebuild (single object → batch workflows)-Optional Strict 256 Guard safety (prevents invalid/over-limit convex setups)Concave / Convex workflows-Convex mode includes decomposition grid controls-Optional Pose Snapshot captureRuntime Animated Colliders (Skinned Mesh)-Source modes: BakeMesh / SharedMesh-Update modes: EveryFrame / EveryNFrames / TargetHz-Only When Visible option (skip updates for performance)-Root-Only mode for faster runtime updates-Detects BlendShape weight changes and refreshes colliders when neededBlendShape Tracking-Convex: Generated Part CountStats & Savings Summary-Before/After Verts/Tris, Memory, Bake Time, Savings RatioInflation / Offset (fine-tune contact & penetration behavior)-Option to enable colliders only on the active LODLOD Support-Scene Overlay fallback (keeps animation wire/overlay drawing even when gizmos are off)Scene Debugging-Heatmap (stride control), Error Lines, max error tolerance(Optional “Provides Contacts” toggle available on Unity 2022.1+)Physics cooking controls-Mesh cleaning / welding / faster simulation options📋 RequirementsUnity 2020.3 LTS or newer (recommended: 2022.3 LTS / Unity 6)Uses: Burst, Jobs, Mathematics, CollectionsEditor + RuntimeOptimization/rebuild & analysis tools run in the EditorAnimated Collider mode is designed to work in runtime builds as well🌐 Render PipelinesBuilt-in RPURPHDRP(Pipeline-independent — physics/collider tool.)💻 Supported PlatformsEditor: Windows / macOS / LinuxRuntime Builds: All Unity-supported platforms (PC / Mobile / Console, etc.)✅ Yes – AI AssistedDuring the creation of this package, AI tools were used for code skeleton generation, documentation drafting, and content editing stages.All code, logic, and features have been manually reviewed, tested, and optimized to comply with Unity standards.




