Agent skill · AI & Agents

collision-proxy

Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.

arjun988github.com/arjun988GitHub ↗
claude-codecursorMIT
Install
npx skills add arjun988/blender-skills --skill collision-proxy --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 3
SKILL.md size: 2 KB
Bundled scripts: none
Version: 1.0.0
Declared author: https://github.com/arjun988
Path: .claude/skills/collision-proxy/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 71
Language: TypeScript

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# Collision Proxy Simple, stable colliders. Prefer primitives and convex pieces over render mesh. ## When to Use - Game physics / blocking volumes - Unreal UCX export - Unity mesh or primitive colliders - Hitboxes for interactables ## Workflow ``` Identify collision needs → Build proxies → Name correctly → Test overlaps → Export with render mesh ``` ## Collider Types | Type | Use | |------|-----| | Box | Crates, walls, simple props | | Capsule | Characters, poles | | Sphere | Balls, soft approximates | | Convex hull | Organic / irregular single body | | Multiple convex (UCX) | Vehicles, complex props | ## Unreal Naming ``` UCX_SM_Asset_01 UCX_SM_Asset_02 ``` - Must match associated mesh naming rules for auto-association - Convex only for UCX ## Unity Notes - Prefer engine primitives when possible - Mesh colliders: convex toggle for dynamic rigidbodies - Keep proxy collection exportable ## Authoring Rules 1. Slightly smaller than visual mesh to reduce snagging (project-dependent) 2. No holes; watertight convex pieces 3. Apply scale 4. Origin aligned with render mesh 5. Collection: `COL_Collision_[Asset]` ## Validation - [ ] Player cannot fall through intended blockers - [ ] No huge

What's inside
Steps it walks through
  1. When to Use
  2. Workflow
  3. Collider Types
  4. Unreal Naming
  5. Unity Notes
  6. Authoring Rules
  7. Validation
  8. Constraints
  9. MUST DO
  10. MUST NOT DO
  11. Reference Guide
Ships with 2 files
  • references/collider-recipes.md
  • references/engine-naming.md
More from blender-skills
All skills →
About this skill
What does the collision-proxy skill do?

Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.

How do I install it?

Run `npx skills add arjun988/blender-skills --skill collision-proxy --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From arjun988/blender-skills, a repository with 71 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

Keep going