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/collision-proxy

Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.

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blender-skills
1.7k94 skills1 MCP

Claude Code

$ npx -y skills add arjun988/blender-skills --skill collision-proxy --agent claude-code

SKILL.md

collision-proxy.SKILL.md
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 |

Read more
@arjun988
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Questions about collision-proxy.

Which coding agents can use collision-proxy?
collision-proxy installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.