Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.
Scanned 9/6/2026
Install to Claude Code
npx -y skills add arjun988/blender-skills --skill collision-proxy --agent claude-codeInstalls into .claude/skills of the current project.
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---
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 |
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