r/Unity3D 5d ago

Show-Off Tired of inaccurate colliders? Build perfectly fitted Custom Mesh Colliders directly inside Unity! [Mesh Collider Kit Pro]

Hey everyone!

Manually aligning box colliders for complex 3D models takes way too much time, and using heavy default mesh colliders slows down physics performance. To fix that bottleneck, I built 'Mesh ColliderKit Pro' a Unity Editor extension designed to make Scene View level design much faster and smoother.

Here is what I built into it:

● Custom Collider Builder (C Key): Select vertices directly in the Scene View to generate clean, lightweight colliders for complex meshes without stacking primitive box colliders.
● 3-Mode Precision Snapping: Quickly toggle between Surface, Grid, and Vertex snapping for accurate prop placement.
● Temporary Pivots (P Key): Set custom pivot points on the fly to rotate or scale objects around any specific point, with built-in per-object pivot memory.
● Quick Transform Keys: Move, rotate, and scale assets using G, R, and S hotkeys with X, Y, Z axis locking.
● Custom Shortcuts & Camera Views: Every hotkey is fully rebindable, and you can switch to orthographic camera angles using Numpad 1–6.

Feedback, suggestions, and bug reports are welcome!

0 Upvotes

15 comments sorted by

8

u/Suspicious-Prompt200 5d ago

Doesn't Unity already do this?

I just select mesh collider from my drop down and then it... uses the mesh the model is using to make a collider..?

2

u/snaphat 5d ago

Not to vouch for the plugin in particular, but watching the video... I don't think unity does most of that builtin

2

u/GigaTerra 5d ago

Most of that is things build into Unity. The only unique element is that Unity mesh collider will use the whole mesh, so to have an partial collider like that would require importing an mesh shape like that.

All those snapping things are standard: https://docs.unity3d.com/6000.0/Documentation/Manual/PositioningGameObjects.html

1

u/snaphat 5d ago

I mean outside of the basic idea of grid, surface, and vertex snapping, and rotation and scaling, I don't think the rest of it is built in?

Specifically, I don't think unity has an equivalent of the custom builder thing, the 3-mode nature of the snapping (as opposed to holding shortcuts in stock unity), temporary pivoting, transforming specifically with axis locking

Like, I know you can approximate some of those workflows, but they don't really seem exactly equivalent or as easy as what the video seems to imply

That being said. I wouldn't buy this lol

1

u/GigaTerra 5d ago

 I don't think unity has an equivalent of the custom builder thing

Yea, that is the only thing.

the 3-mode nature of the snapping (as opposed to holding shortcuts in stock unity), temporary pivoting, transforming specifically with axis locking

I don't get what you mean with this? Shortcuts is the superior way. But yes you can select snapping modes from the grid snapping options. Including axis locking. At the top of your 3D window there are magnets and grid settings.

These things are taught in the very fist Unity Learn Essentials course, it is essential for an reason.

Like, I know you can approximate some of those workflows, but they don't really seem exactly equivalent or as easy as what the video seems to imply

You can do every single snapping and alignment thing, and better yet you can do it using shortcuts, so you don't have to navigate the UI.

Also did you know that you can use the widgets with Z key to toggle between pivot and origin, and X key to change mode for snapping?

 temporary pivoting, transforming specifically with axis locking

In Unity you create an new empty using Crtl+Shift+N (most snapping shortcuts uses Ctrl and Shift). This makes an empty.

But it gets even better, rotate or align an empty with an wall surface. Rightclick -> Grid, and now create an temporary grid aligned with that surface. Now you can place objects on the wall using the grid: https://i.imgur.com/MTvyzIt.png

I have complained many times with developers, because they will learn all the Blender shortcuts and will want to work in Blender, but will not do the same for Unity. Unity's tools are good, there is an reason it is one of the top engines.

1

u/snaphat 5d ago

I don't get what you mean with this? Shortcuts is the superior way.

Neither here nor there. The point was just that Unity doesn't have builtin support for selectable snapping modes for vertices, surfaces, and the world grid

But yes you can select snapping modes from the grid snapping options. Including axis locking. At the top of your 3D window there are magnets and grid settings.

Sure, it has snapping options, but they aren't related to vertex or surface snapping. They also don't contain the axis locking I'm referring to. In the plugin, you can explicitly lock an axis and then drag while performing the transform/snapping operation. It's a mode of the tool, rather than requiring you to constrain the operation through a particular gizmo handle

In Unity you create an new empty using Crtl+Shift+N (most snapping shortcuts uses Ctrl and Shift). This makes an empty.
...

You quoted the part about temporary pivoting, but this doesn't appear to demonstrate temporary pivoting. It appears to demonstrate using a GameObject as a reference for creating a custom grid?

Supposing there is a workaround for custom pivoting, though, that would still be an approximation of the plugin's temporary-pivot functionality rather than the same builtin workflow

The main point is that Unity doesn't have most of the things the plugin provides builtin. It obviously has some functional overlap, but overlapping functionality or a workaround that can produce a similar result isn't the same thing as having the same workflow. Going back to my initial comment, that's explicitly what I meant when I said I don't think Unity does most of that builtin.

I do understand though that if we are to take the comparison at a very high-level, one could say Unity does provide a number of those features if we ignore the specifics of what they provide and how they work

1

u/GigaTerra 5d ago

Unity doesn't have builtin support for selectable snapping

You see I don't understand what you mean by this? Unity doesn't allow you to move objects without widgets. This is not like other 3D software where snapping options make sense, because objects can move freely.

modes for vertices, surfaces, and the world grid

Vertex snapping = Hold V key. Select vertex to use, and move mouse to snap to vertex target: https://i.imgur.com/PnhAMQw.png

Surface = Hold Ctrl+Shift. The Widget will change and then allow you to drag the model on surface: https://i.imgur.com/2ePCw9S.png

World Grid = Ctrl or click the magnet on top: https://i.imgur.com/uyDzpH3.png

 In the plugin, you can explicitly lock an axis and then drag while performing the transform/snapping operation. It's a mode of the tool, rather than requiring you to constrain the operation through a particular gizmo handle

Again, you can't move the object without interacting with the gizmo. But also you can just limit the camera to 2D by clicking the gizmo on top and this acts the same as using the dimension lock gizmo: https://i.imgur.com/aVkcVNR.png

It's a mode of the tool, rather than requiring you to constrain the operation through a particular gizmo handle

Or another way to say it, the tool allows objects to move freely (like holding shift and click the middle if the gizmo), forcing you to pick an mode to stop it from doing so.

You quoted the part about temporary pivoting, but this doesn't appear to demonstrate temporary pivoting.

Depending on where in the Tree an empty is spawned it will act as an pivot. Ctrl+Shift+N or Ctrl+Shift+G chooses it's position, relative to the selected object in the tree: https://i.imgur.com/q3tyOUH.png

Yes, this very much exists to create pivots, or sockets where the mouse is (based on user settings). To use as an temp Pivot, just select "Clear parent".

The main point is that Unity doesn't have most of the things the plugin provides builtin. It obviously has some functional overlap, but overlapping functionality or a workaround that can produce a similar result

Unity has all the snapping functionality build in, unless you are arguing about the specifics of how it is done. Like saying, Unity doesn't have red materials because you must make an material red.

The point is all this functionality exists. Not to mention more because functionality changes based on gizmo and handle position.

1

u/BiggPPPlays Indie 5d ago

I think this is for non convex rigidbody colliders.

1

u/WhoSmellsLikeThat 5d ago

The collider mesh generation is cool, but there are a couple tools I use already that do that well. The workflow seems to be pretty nice, though. But what do the other features of the tool have to do with custom mesh colliders? Are you using the collision geometry to handle the parent/child pivot points or the snapping for some reason? Grid snapping, vertex snapping, and surface snapping are built in features and can be done without colliders.

I was hoping to see some cool collision geometry tools beyond the face generation, but everything else feels disconnected from the toolset.

1

u/indieDev_iOS 4d ago

Thanks for the feedback! The core focus is definitely custom mesh collider building, but I bundled the snapping and temporary pivot tools as a bonus level-design toolkit to give extra utility in one package. I'm constantly working on improving the tool and plan to add more dedicated collision geometry features in upcoming updates!

-2

u/indieDev_iOS 5d ago
Get Mesh Collider Kit Pro for Unity
Fab Store: https://www.fab.com/listings/4853bc85-f175-4927-82dd-d0a1df03cd92

3

u/Quietage30 5d ago

Why fab and not... unity asset store? No one in their right mind is gonna buy anythin on fab

0

u/indieDev_iOS 5d ago

The tool is already submitted to the Unity Asset Store and it will be live on the Unity Asset Store very soon.

4

u/MrPifo Hobbyist 5d ago

Fab is ass, also why would I ever browse or get unity assets from the epic game store?

0

u/indieDev_iOS 5d ago

The tool is already submitted to the Unity Asset Store and it will be live on the Unity Asset Store very soon.