Your complete collider workflow solution in Unity.
Build high quality collider sets in seconds, right inside Unity.
Every game needs colliders. Creating them shouldn’t mean spending hours placing primitives by hand or switching between Unity and Blender to create simplified collider proxies. Collidify gives you a complete, streamlined workflow for turning static and skinned meshes into high quality collider sets in seconds. Choose the collider type you need: Box, Capsule, Sphere, or Convex Mesh. Let Collidify handle the rest. Inspect the generated result, refine only where needed, then exit to bake your colliders. Fast, flexible, and accurate in one workflow.
Requirements and preparation
Install Collidify in your Unity project through the package manager, then work in the Scene view.
Collidify has been tested on the following desktop platforms:
| Platform | Supported configuration |
|---|---|
| Windows | Windows 10 or 11 |
| macOS | macOS 13 or later, on Apple Silicon and Intel Macs |
| Linux | Ubuntu 20 or later with Vulkan |
Collidify has been tested on the following Unity versions and render pipelines.
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 2022.3.62f3 | Compatible | Compatible | Compatible |
| 6000.3.8f1 | Compatible | Compatible | Compatible |
| 6000.6.0f1 | Compatible | Compatible | Compatible |
Mesh Requirements
Collidify includes a robust repair pipeline and can work with non-manifold assets, but a clean, manifold input is still recommended for the most predictable results.
Quick start: your first collider set
- Select a prop or multiple props. Double-tap
Tabto enter Design Mode or click the Collidify launcher chip.

- Choose a starting collider type and Run Auto Generate (default shortcut
Z).

- Double-tap
Tabagain to exit, and Collidify will bake the preview into real colliders.

Auto Generate
Auto Generate analyzes the selected mesh and automatically decomposes it into a collider set. It can create boxes, capsules, spheres, convex mesh pieces, or a mix of those types.
Auto Generate does not select collider types for you during decomposition. You remain in control of which collider types are allowed and can choose which ones Auto Generate may use in the resulting collider set.
The algorithm is designed to run very quickly, even on lower end hardware. For this reason, it is recommended to start with the highest quality preset (High) and only lower the quality if generation takes too long.
Custom Settings
For faster or more accurate decomposition beyond the default presets, set the Quality Preset to Custom and adjust the following settings, listed in order of impact:
- Cut Candidates
- Refine Cut Planes
- Hull Samples
- Samples
Higher values generally produce better results, but will increase processing time.
Adaptive Sampling should typically remain enabled.
You can also set your preferred quality preset in Launcher Settings. This preset will be applied automatically to new models when you enter Design Mode, so you won’t need to configure the same settings each time.

Refine a generated result
Merge Colliders
Select the parts that should become one, then choose Merge Colliders (X). Merging reduces collider count, but can make the result less accurate.

Auto Merge
Use Auto Merge (C) to automatically combine neighboring parts when the merged result stays within the configured tolerance. Lower tolerance keeps more fidelity while higher tolerance favors fewer colliders.

Manual Split
Manual Split works on multiple parts as long as they are part of the same object. Start it, drag across the mesh to establish a split, then review the preview before applying or discarding it. Use its plane placement, rotation, local/global orientation, snapping (holding shift), and grouped versus separate all cutting controls to place the cut intentionally. Manual Split uses Unity’s global position and rotation snap increments for its position and rotation snapping. Apply its preview with V. Use B to toggle the Manual Cut Mode.

Cancel the split preview or exit Manual Split without applying it whenever the cut is not useful. For hollow meshes that generate inefficiently, split the object into meaningful sections first, then generate or refine those sections. This gives the automatic process smaller, clearer regions to approximate.
Convert Colliders
Select one or more generated parts, then choose a collider type from the Scene view toolbar to convert them. Conversion replaces only the selected parts, so you can combine Mesh, Box, Capsule, and Sphere colliders in the same setup while refining each area with the shape that fits it best.

Reset Design
Use Reset Design (R) to return the active design to the original source mesh state. Reset instead of repeatedly forcing an unsuitable decomposition into a workflow it does not fit.

Bake the preview to the scene
Exit Design Mode by double-tapping Tab. Collidify converts preview parts into ordinary Unity collider components and creates or updates the generated hierarchy. Generated collider children are kept inspectable beneath the generated container. For character workflows, collider children are parented under their corresponding bones.
If the mesh copy option is enabled, results are applied to all detected mesh copies.
Collidify identifies existing hand authored colliders as separate from its generated output, so they are preserved when you work on a design.
You can modify any of the collider’s settings, and when re-entering and exiting Design Mode those settings will persist.

Choosing a Collider Type
As a general rule, start with Mesh before running Auto Generate. Mesh generation is the most flexible and often produces the best initial results. You can then convert the generated colliders to your desired types afterward.
However, this is only a starting point, not a strict rule. Depending on the model and the number or shape of colliders you need, generating directly as Boxes, Capsules, or Spheres may produce better results. Generation is type specific, so the same model can produce significantly different collider sets depending on the selected type.
If the initial result isn’t suitable, try generating with a different collider type. You can quickly undo and experiment with different types and settings until you find a good generation.


Build colliders for skinned characters
Select the character object with a SkinnedMeshRenderer, and the system will automatically use its dedicated Rig Decomposition mode. It will create colliders around weighted bone regions so the baked result can follow the rig where suitable. You can also disable Rig Decomposition, and Collidify will use its default decomposition algorithm.
When in Manual Split mode for rigs, you can click a bone’s joint to snap the splitting plane’s position and orientation directly to it, making it easier to create accurate splits along the rig.

Shortcuts and interface reference
| Action | Default shortcut |
|---|---|
| Enter / exit Design Mode | Double-tap Tab |
| Auto Generate | Z |
| Merge Colliders | X |
| Auto Merge | C |
| Reset Design | R |
| Toggle Manual Split / apply preview | V |
| Toggle Manual Cut Mode | B |
| Select all / deselect all | Ctrl/Cmd + A / Ctrl/Cmd + Shift + A |
| Invert selection | Ctrl/Cmd + I |
| Show / hide Rotation Controls | Shift + H |
You can find most of the shortcuts beside the tool's name.
Interpreting the Dashboard
Worst Fit
Fit measures how closely a collider matches its assigned region of the source mesh. Lower values indicate a better fit.
Worst Fit shows the highest (worst) fit value across all generated parts/colliders.
Click this metric to have Collidify automatically select the part with the worst fit.
Accuracy
Accuracy is an approximate score representing how closely all generated parts/colliders match the source mesh overall.
A higher accuracy score indicates that the generated colliders more closely fit the original mesh.
Physics Cost
Physics Cost is a heuristic estimate based on how PhysX, Unity’s default physics engine, handles colliders. It is not an exact prediction of frame time, but it provides a useful way to compare collider setups and identify potential optimization opportunities.
While mesh colliders are generally more expensive than primitive colliders, using multiple primitive colliders can be more expensive than using a single mesh collider. This can vary depending on the complexity of the mesh collider.
If physics performance is important, try different collider configurations and compare their Physics Cost values to determine which setup is likely to be more efficient.
Click this metric to have Collidify automatically select the most expensive part.
General performance guidelines:
- A single collider is generally faster than multiple colliders, regardless of collider type.
- For individual collider types, the typical performance order from slowest to fastest is: Mesh → Box → Capsule → Sphere.

The Mesh collider button also includes a slider to simplify the mesh and reduce its physics cost.
Repair Types
- Automatic starts with the least destructive usable option. It tries Solidify, then Core, and finally Full only when the preceding option does not produce a manifold mesh.
- Solidify gives an open, thin surface thickness by creating front and back surfaces and closing its boundary edges. It is useful for sheets, planes, and other surface-like meshes that should behave as a volume.
- Core is the fast, conservative repair path. It repairs components independently, welding crack seams, correcting face orientation, filling holes, and attempting to close any remaining non-manifold surface while preserving the source surface where possible. Use it when a normal mesh cleanup is needed without the more invasive steps in Full.
- Full includes the Core path, then adds topology repair, self-intersection resolution, and additional whole-mesh closing fallbacks when needed. Use it for difficult non-manifold meshes, intersecting surfaces, or meshes that Core cannot close. It is slower and can retriangulate or change the mesh.
Troubleshooting
Colliders are being generated in empty spaces
If colliders are being generated in empty areas of the mesh even with a high Max Colliders value and running Auto Generate on the affected part does not resolve the issue:
- Open Manual Split to inspect the source mesh.
- Check whether the empty gap has been incorrectly filled in.
- If the gap is filled, the source mesh is likely non-manifold, and the selected repair method was unable to repair it correctly.
- Try each available Repair Type to see whether one produces the correct result.
If none of the repair types resolve the issue, you have two options:
- Repair the source mesh externally: Open the model in a 3D modeling application and fix the mesh so that it is manifold, then import it again and retry. You can also use dedicated mesh-repair libraries and tools such as: Pamo, MeshLib, and ManifoldPlus.
- Disable mesh repair: Set Repair Type to None. Collidify will then use its fallback mode. This mode is slower and may produce less accurate results, but it can avoid issues caused by unsuccessful mesh repair.
Why does my work sometimes disappear when I re-enter Design Mode?
Check whether Cache Cap is enabled and whether your cache usage is close to or at the configured limit.
When the cache reaches its cap, the last modified design may be removed to keep storage usage within the specified limit.
To prevent this, you can either:
- Disable the Cache Cap
- Increase the cache limit.
Found a Bug?
If you encounter a bug or unexpected behavior while using Collidify, please report it by emailing BitwiseGames@tuta.com.
To help me reproduce, diagnose, and resolve the issue as quickly as possible, please include the following information where applicable:
- A copy of the model where the issue occurred
- The Collidify settings you were using
- Your Collidify version, Unity version, and operating system
- A brief description of the issue
- Steps to reproduce the issue, if known
The more information you can provide, the easier it will be to identify the cause, find a solution, and follow up with you if additional details are needed.
Glossary
| Term | Meaning |
|---|---|
| Design Mode | The temporary Scene view workspace for designing colliders. |
| Design | A previewed collider set in Design Mode. |
| Part | A previewed collider in Design Mode. |
| Collider type | The shape used by a part: Mesh, Box, Capsule, or Sphere. |
| Concavity / tolerance | Controls how closely a generated or merged shape follows the source; lower tolerance generally preserves more detail. |
| Cut Candidates | The number of potential cutting/splitting areas evaluated during generation. |
| Launcher Settings | The settings that establish defaults for new designs, including quality preset. |
| Cache Cap | A limit on storage reserved for saved designs; old designs may be removed when the cap is reached. |
| Bake | Writes the designed preview as Unity collider components and generated hierarchy. |
| Mesh copy | An option that applies the result to all detected copies of the same mesh. |
| Fit | How closely a collider matches its assigned region of the source mesh. Lower values indicate a better fit. |