$npx -y skills add arjun988/blender-skills --skill collision-proxyCollision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.
| 1 | # Collision Proxy |
| 2 | |
| 3 | Simple, stable colliders. Prefer primitives and convex pieces over render mesh. |
| 4 | |
| 5 | ## When to Use |
| 6 | |
| 7 | - Game physics / blocking volumes |
| 8 | - Unreal UCX export |
| 9 | - Unity mesh or primitive colliders |
| 10 | - Hitboxes for interactables |
| 11 | |
| 12 | ## Workflow |
| 13 | |
| 14 | ``` |
| 15 | Identify collision needs → Build proxies → Name correctly |
| 16 | → Test overlaps → Export with render mesh |
| 17 | ``` |
| 18 | |
| 19 | ## Collider Types |
| 20 | |
| 21 | | Type | Use | |
| 22 | |------|-----| |
| 23 | | Box | Crates, walls, simple props | |
| 24 | | Capsule | Characters, poles | |
| 25 | | Sphere | Balls, soft approximates | |
| 26 | | Convex hull | Organic / irregular single body | |
| 27 | | Multiple convex (UCX) | Vehicles, complex props | |
| 28 | |
| 29 | ## Unreal Naming |
| 30 | |
| 31 | ``` |
| 32 | UCX_SM_Asset_01 |
| 33 | UCX_SM_Asset_02 |
| 34 | ``` |
| 35 | |
| 36 | - Must match associated mesh naming rules for auto-association |
| 37 | - Convex only for UCX |
| 38 | |
| 39 | ## Unity Notes |
| 40 | |
| 41 | - Prefer engine primitives when possible |
| 42 | - Mesh colliders: convex toggle for dynamic rigidbodies |
| 43 | - Keep proxy collection exportable |
| 44 | |
| 45 | ## Authoring Rules |
| 46 | |
| 47 | 1. Slightly smaller than visual mesh to reduce snagging (project-dependent) |
| 48 | 2. No holes; watertight convex pieces |
| 49 | 3. Apply scale |
| 50 | 4. Origin aligned with render mesh |
| 51 | 5. Collection: `COL_Collision_[Asset]` |
| 52 | |
| 53 | ## Validation |
| 54 | |
| 55 | - [ ] Player cannot fall through intended blockers |
| 56 | - [ ] No huge invisible walls beyond mesh |
| 57 | - [ ] Wheel/character capsules oriented correctly |
| 58 | - [ ] Named for target engine |
| 59 | |
| 60 | ## Constraints |
| 61 | |
| 62 | ### MUST DO |
| 63 | - Prefer few simple shapes over one complex mesh |
| 64 | - Match engine naming conventions |
| 65 | - Keep proxies in dedicated collection |
| 66 | |
| 67 | ### MUST NOT DO |
| 68 | - Use render LOD0 as physics mesh by default |
| 69 | - Non-convex UCX for Unreal auto-convex workflows |
| 70 | |
| 71 | ## Reference Guide |
| 72 | |
| 73 | | Topic | Reference | Load When | |
| 74 | |-------|-----------|----------| |
| 75 | | Collider Recipes | `references/collider-recipes.md` | When needed | |
| 76 | | Engine Naming | `references/engine-naming.md` | When needed | |