Collidify – Automatic Collider Generator & Editor
Use the same workflow with SkinnedMeshRenderer objects. ... [ WORKS ON MESSY MESHES ] ... Process any number of objects or entire asset packs at the same time instead of ... Collidify is
by Bitwise Games
Price History +
Collidify uses BurstTriangulator 3.9.2 under MIT, geometry4Sharp under the Boost Software License 1.0, code adapted from Manifold 3.5.1 under Apache License 2.0, a modified port of unity-quickhull under MIT, and the Inter 4.1 font under the SIL Open Font License 1.1.
See the Third-Party Notices.txt file included with the package for full license and attribution details.
All third-party code is used Editor-only and is not included in player builds.
Collidify does not perform decomposition at runtime, and decomposition is not available in player builds. It also does not automatically choose collider types or determine decomposition budgets.
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[ ⚙️ THE COLLIDERS YOU'D BUILD, IF YOU HAD THE TIME. ]
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Every game needs colliders. Building them shouldn't mean spending endless hours placing primitives by hand, tweaking transforms, or jumping between Unity and Blender just to create simplified collision geometry.
Collidify turns complex static and skinned meshes into high-quality, editable collider sets in seconds, without leaving the Unity Scene View.
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[ 🧰 CORE CAPABILITIES ]
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• Automatic Box, Capsule, Sphere and convex Mesh Collider generation
• Static meshes and animated characters (SkinnedMeshRenderer)
• Live preview before anything is written to your scene
• Fast, Balanced, High and Custom quality presets
• Split, merge, convert and simplify individual pieces
• Repairs messy meshes without modifying the originals
• Prefab-aware, with batch processing for whole asset packs
• Accuracy, physics cost and collider count shown as you work
• Pure C#, full source, no native plugins
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[ 🔄 FROM MESH TO COLLIDERS ]
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1. Generate
Select one or more objects and generate a live preview made of Boxes, Capsules, Spheres or convex Mesh Colliders. Nothing is written to your scene until you bake.
2. Refine
Automatic generation is a starting point, not a dead end. When one part of a mesh needs human judgment, fix that part, not everything else.
- Merge pieces by hand, or let Auto Merge do it for you. In one example, it cut 125 colliders to 77 with minimal accuracy loss.
- Place a cutting plane to split a difficult region in two.
- Rotate a box or capsule by hand, and Collidify refits it to the mesh as you drag.
- Change any piece to a different collider type. Boxes, Capsules, Spheres and convex Mesh Colliders can sit side by side.
- Simplify Mesh Colliders with a slider to make them cheaper.
3. Bake
Exit Design Mode and Collidify writes standard Unity colliders into a dedicated Collidify Colliders container, ready for your scene.
Automatic when you want it. Manual when you need it.
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[ 🧩 BEYOND MESH COLLIDERS ]
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Box, Capsule and Sphere colliders are an excellent choice for runtime physics, but creating them by hand is tedious, and many generators only output Mesh Colliders.
Collidify can automatically break complex geometry into all four collider types. Start with the type that best suits your asset, then convert individual pieces whenever a mixed approach gives you a better fit. You’re never locked into a single collider type.
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[ 🦴 STATIC AND SKINNED MESHES ]
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Collidify isn't limited to static environment props.
Use the same workflow with SkinnedMeshRenderer objects. A dedicated, bone-aware rig decomposition algorithm generates colliders on the corresponding bones so baked colliders follow the rig during animation.
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[ 🩹 WORKS ON MESSY MESHES ]
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Real-world meshes have holes, gaps and single-sided walls. Collidify repairs them before building colliders, and succeeded on 93% of 5,000+ meshes from Sketchfab, asset packs and CAD in internal tests. A fallback mode handles anything it can't repair.
Your original meshes are never modified.
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[ ✏️ BUILT FOR REAL WORKFLOWS ]
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- Process any number of objects or entire asset packs at the same time instead of repeating the same steps one object at a time.
- Collidify is Prefab-aware. Every instance and variant inherits one collider set.
- Re-enter Collidify later with your previous work preserved.
- Undo anything, reset to the original mesh, undo any step or cancel long-running jobs safely.
- Hand-authored colliders already in your hierarchy are left alone, so you can experiment without losing previous work.
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[ 📊 QUALITY YOU CAN SEE ]
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A collider set's quality is about more than how closely it matches the source mesh. Collidify gives you actionable feedback before you bake:
- Overall accuracy
- Worst fitting piece
- Estimated physics cost
- Collider type distribution
- Collider count
See the relationship between accuracy and collider budget while you are still designing.
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[ ⚡ EDITABLE, INTERACTIVE, AND BUILT IN C# ]
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Collidify uses a custom generation system built for fast interactive editing and experimentation.
The system is developed entirely in C#, with no native code dependencies, and its source code is fully accessible for inspection and modification.
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[ 🖥️ PLATFORM COMPATIBILITY]
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- Windows 10/11
- macOS 13+ on Apple Silicon
- macOS 13+ on Intel
- Ubuntu 20+ with Vulkan
A GPU is required in the Editor only. Your game does not need one for Collidify.
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[ 📚 LEARN MORE ]
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Stop spending your time placing colliders. Spend it building your game.