BT-OptiCollider X: Ultimate Collider & Physics Optimization Tool
Barkin Tufan
$50.60
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AAA-grade physics optimization toolkit. Drastically reduce Physics CPU time and memory. Edit, analyze, and optimize colliders from mobile to desktop. Boost performance with BT-OptiCollider X.Transform Your Game's Physics Performance with BT-OptiCollider XAre complex mesh colliders and heavy physics calculations bottlenecking your frame rate? BT-OptiCollider X is a comprehensive, professional-grade physics optimization suite designed to eliminate performance drops, streamline your workflow, and maximize stability across all platforms.🎯 Core Optimization SystemsSmart Mesh Simplification & OptimizerGrid-Based Decimation: Aggressively reduce MeshCollider polycounts with custom vertex clustering algorithms (No external DLLs required).Intelligent Welding: Automatically merge duplicate vertices to save memory and physics cooking time.Hierarchy Merging: Combine complex child meshes into single, ultra-performant colliders.LOD-Aware Generation: Smartly restricts collider generation to LOD0, stripping unnecessary physics data from distant objects.Physics Budget AnalyzerScene-Wide Scanning: Instantly detect performance killers in your active scene.Cost Scoring: Automatically flags expensive Concave meshes, high-poly offenders, and heavy Rigidbody interactions.Actionable Reports: Get a clear, color-coded health rating and estimated MS budget for your physics scene.Runtime Animated ColliderSkinnedMesh Sync: Keep colliders perfectly synced with animated characters and deformed meshes at runtime.Performance Throttling: Clamp bake rates to Target Hz, update every N-frames, or pause entirely when off-screen.Smart BlendShape Tracking: Only recalculates physics when necessary facial or morph targets change.Advanced Compound Editor & Scene ToolsSceneView Overlay: Edit and manage complex Compound Colliders directly in the SceneView with custom UI Toolkit overlays.Visual Handles: Intuitive drag-and-snap handles for Box, Sphere, and Capsule primitives.Auto-Fit Primitives: One-click fitting of primitive colliders precisely to renderer bounds.🚀 Production-Ready FeaturesQuick Action Batch ToolsMass Replace: Instantly convert heavy MeshColliders to lightweight Boxes or Spheres across entire hierarchies.1-Click Management: Add, remove, enable, disable, or set triggers for hundreds of colliders instantly.Copy/Paste Architecture: Transfer complex collider configurations between GameObjects with a single click.Gizmo & Heatmap VisualizerPerformance Heatmap: Visually identify poly-heavy colliders in the SceneView (Green = Optimized, Red = Heavy).X-Ray Mode: Inspect your physics world through geometry with color-coded collider types and dimension labels.Safety & WorkflowZero-Risk Architecture: Fully integrated with Unity's native Undo/Redo system.Preset Management: Built-in profiles (High Quality, Balanced, Vehicles, Static Environment) plus custom save slots.Zero External Dependencies: 100% pure Unity C# API, keeping your project clean and safe.📊 Proven Performance GainsMassive Memory Reduction: Generates optimized proxy meshes that drastically lower RAM and VRAM footprint.CPU Relief: Reduces PhysX cooking time and broad-phase collision overhead.Rigidbody Stability: Simplifies complex interactions, preventing physics jitter and tunneling.🎮 Platform OptimizedMobile & VR ReadyAggressive decimation presets for Meta Quest and mobile architectures.Batch convert heavy environment meshes to mobile-friendly primitives.Desktop & ConsoleHigh-fidelity convex baking for complex shapes.Maintains accuracy for precise AAA collision detection.🛡️ Enterprise QualityBuilt with AAA development standards:Extensive, well-commented source code.Works seamlessly across Built-in, URP, and HDRP.Battle-tested architecture.Compatible with Unity 6.x and LTS versions.What You GetComplete source code with detailed comments.Comprehensive documentation and tooltips.A massive workflow boost for your level designers and technical artists.Core Systems:OptiMesh Proxy Generator: Custom grid-based vertex clustering and welding algorithms to generate highly optimized physics proxy meshes without external DLLs.Physics Budget Analyzer: Advanced scene-scanning diagnostic tool that calculates performance costs based on triangle density, convexity, Rigidbody presence, and activity state.Animated Collider Sync: Runtime bridge system for SkinnedMeshRenderers with granular performance throttling (Target Hz, Every N-Frames, Off-screen culling) and smart BlendShape tracking.Compound Scene Editor: Native UI Toolkit-powered SceneView overlay for direct, interactive manipulation and auto-fitting of primitive colliders (Box, Sphere, Capsule).Key Features:Zero-Risk Optimization: Fully non-destructive workflow with complete Unity Undo/Redo integration for all operations.LOD-Aware Processing: Intelligently strips physics data from higher LODs, ensuring only LOD0 interacts with the physics engine.Batch Quick Actions: 1-click tools to mass-replace, convert, or remove complex MeshColliders across massive hierarchies.Smart Mesh Merging: Combines complex child meshes into single, ultra-performant colliders.Real-time Gizmo Visualizer: Custom SceneView rendering with triangle-density heatmaps and X-Ray mode for deep physical debugging.Collider Clipboard: Copy and paste complex multi-collider configurations between GameObjects instantly.Preset Management: Built-in optimization profiles (Vehicles, Static Environment, High Quality) with support for custom user-saved asset presets.Vertex Inflation/Deflation: Micro-adjust collider boundaries along vertex normals to prevent clipping or physics tunneling.Technical Specifications:Engine Compatibility: Unity 6.x and modern LTS versions.Render Pipelines: 100% compatible with Built-in, URP, and HDRP.Architecture: Zero external dependencies; built purely on native Unity C# APIs for maximum project stability and security.Asset Persistence: Automatically saves optimized proxy meshes as serialized assets to survive domain reloads and prefab updates.Component Support: Works seamlessly with MeshFilters, SkinnedMeshRenderers, and standard primitive colliders.Source Code: Complete, heavily commented C# source code included.Documentation: Extensive editor tooltips, built-in info panels, and clean UI architecture.





