Skip to content
Back to skills

Collision Proxy

ASecurity

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

  • 146 stars
  • 0 votes
  • 0 copies
  • 2 views
  • Added September 6, 2026
ai-agentsgit

Works with

  • mcp

Security analysis

A100/100

Pro scans all 3 files and shows the line behind each finding

Scanned September 6, 2026

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

Installs into .claude/skills of the current project.

Are you the author of Collision Proxy?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Collision Proxy
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/arjun988-collision-proxy/badge)](https://www.skillsdirectory.com/skills/arjun988-collision-proxy)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
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 |

Files in this skill

  • SKILL.md2.2 KB
  • references/collider-recipes.md299 B
  • references/engine-naming.md201 B

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.