SuperHull: Precise Concave Physics Colliders


Tighter accuracy zones where it matters (Holes, small details etc.). ... Under the hood: SuperHull rebuilds your model as a closed voxel solid (which also repairs broken meshes), cuts it ...


by CH Assets


Price History +

Generate accurate mesh colliders for dynamic rigidbodies — a deviation limit in cm, measured and shown; accuracy zones, Editor & runtime, pure C#, all platforms, no plugins or libraries.

Unity 2022.3 LTS or newer

• Render pipelines: Built-in, URP, HDRP

• Platforms: Editor on Windows, macOS, Linux; runtime API on all platforms (WebGL: runs on the main thread)

• Pure C#, no native plugins, no external tools, no third party code or libraries

• Output: series of convex MeshColliders (≤ 255 triangles each, adjustable) under a child object

• Undo, prefab instances, nested prefabs and Prefab Mode supported

• Runtime API: ConvexColliderGenerator.Generate (coroutine), GenerateNow()...

• Full source code included

Quickly create concave colliders with a adjustable tolerance in centimetres


Set how far a collider may stick out beyond your complex concave model - say 1 cm - and SuperHull builds a set of convex MeshColliders for Rigidbodies that hold it, measures every hull and shows the result in the Scene View.


• Max deviation in cm - one number you understand instead of abstract settings. Tighter accuracy zones where it matters (Holes, small details etc.).

• Up to 2× tighter than V-HACD, tighter than CoACD - and about 6 to 20× faster than CoACD.

• Easy - pick the object, choose Fast / Balanced / Precise, press Generate. Undo and prefabs supported.

• No third-party libraries - no native plugins, no Python, no external tools.

• Runtime on every platform - the same solver in your game via one coroutine call, WebGL included.

• Pure C#, full source code included.



Comparison with other algorithms:


While the main feature is the easy max deviation contol, SuperHull also outperforms other algorithms in accuracy and speed: Collision is more accurate than V-HACD, a bit more accurate and way faster than CoACD.


See the comparison screenshot for a detailed comparison.


Under the hood:

SuperHull rebuilds your model as a closed voxel solid (which also repairs broken meshes), cuts it along planes until every part's convex hull stays within your centimeter limit of the real surface, then merges neighbouring parts back together wherever the limit still holds.