A powerful Unity Editor tool that automatically analyzes, optimizes, and rebuilds Mesh Colliders in a few clicks reducing physics cost, improving performance, and streamlining your workflow.
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This is a paid asset, but now you can download the “MESH COLLIDER OPTIMIZER – Advanced Animation Collider & BlendShape Colliders” for FREE. Please note that this package is provided solely for learning purposes or to test the product before purchase, and not for commercial use.
MESH COLLIDER OPTIMIZER – Advanced Animation Collider & BlendShape Colliders v1.2.1 (Latest version)
“If possible, please buy the package to support the developer”
Description
Mesh Collider Optimizer is a productivity-focused Unity Editor tool that gives you full control over Mesh Colliders, with robust support for Concave/Convex workflows, Skinned Mesh, BlendShapes, Runtime Animated Colliders, LOD, and detailed stats/analysis.
As projects scale, collider cost quietly grows: high-triangle colliders, inconsistent convex setups, overlapping LOD colliders, and fragile runtime updates on animated characters. Mesh Collider Optimizer brings these into one clean workflow so you can keep physics performance under control.
✨ Lower physics cost
✨ Cleaner, safer collider management
✨ Faster iteration (optimize -> test -> undo -> refine)
🛠 How It Works
Scans selected objects (and children) and collects source meshes (MeshFilter / SkinnedMesh)
Builds optimized meshes and rebuilds colliders based on your settings
Optional Runtime Animated Collider mode bakes skinned pose and updates colliders automatically
Generates clear stats: before/after verts-tris, memory, bake time, savings ratio, and more
🟩 Concave / Convex Control
Convex mode with decomposition grid settings and optional 256-guard safety
Non-convex concave workflow for static use cases
🎞️ Animated Collider (Runtime) – Skinned Pose Baking
Source mode: BakeMesh or SharedMesh
Update mode: EveryFrame / EveryNFrames / TargetHz
Only When Visible option for better runtime performance
Root-Only option to avoid per-update decomposition overhead
🧬 BlendShape Tracking
Detects BlendShape weight changes automatically
Triggers optimization/update when enabled, no manual rebuild required
📊 Stats & Savings Summary
Verts/Tris before and after
Memory before and after
Bake time
Savings ratio (%)
Convex generated part count
🧯 Inflation (Normal-Based Offset)
Inflate/deflate generated colliders to fine-tune contact and penetration behavior
🧩 LOD Support
Optional active-LOD-only collider mode to prevent multiple LOD colliders from running together
🧱 Merge Children
Merge child meshes for a cleaner and more consistent optimization pipeline
🗺️ Gizmos + Heatmap / Error Lines
Draw generated colliders in SceneView
Heatmap points and error lines for fast visual validation
Automatically switches to lighter drawing when collider count is high
🧷 Scene Overlay Fallback
Animation-mode wire/overlay drawing can continue even when SceneView gizmos are disabled
🎛️ Preset Profiles
Save and apply profiles (High Quality, Balanced, etc.) in one click
Includes quality, fidelity, inflation, and decomposition settings
Technical details
📦 Package Contents
MeshColliderOptimizer Runtime Component (core optimize, rebuild, runtime animation support)
Inspector + Editor tooling (controls, quick actions, stats readout)
OptimizationPreset system (save/apply profiles)
MeshColliderOptimizerApi (public API for pipeline/automation integration)
SimplificationJob (Burst + Jobs, grid-based vertex welding simplification)
InflationJob (Burst + Jobs, normal-based vertex offset/inflation)
LOD Module (LODGroup-aware collider behavior)
Gizmos Module (wire + debug drawing)
Heatmap + Error Lines (visual validation tools)
Scene Overlay Module (overlay drawing when Scene gizmos are disabled)
Menu Items + Toolbar/Button (fast access)
Safety Helper (optional guard against unintended MeshCollider usage)
Documentation (quick-start + full docs)
✨ Key Features
One-click Mesh Collider optimize & rebuild (single-object to batch workflows)
Concave / Convex workflows with decomposition grid controls for convex mode
Optional Strict 256 Guard safety to prevent invalid or over-limit convex setups
Optional Pose Snapshot capture for runtime animated collider workflows
Runtime Animated Colliders (Skinned Mesh) with source modes: BakeMesh / SharedMesh
Runtime update modes: EveryFrame / EveryNFrames / TargetHz
Only When Visible option to skip unnecessary runtime updates
Root-Only mode for faster runtime animation updates
BlendShape Tracking with automatic change detection and collider refresh
Stats & Savings Summary: before/after verts-tris, memory, bake time, savings ratio
Convex stats: generated part count
Inflation / Offset controls for contact and penetration tuning
LOD Support with active-LOD-only collider option
Scene Debugging: gizmo wires, heatmap (stride control), error lines, max error tolerance
Scene Overlay fallback so wire/overlay drawing continues when gizmos are off
Physics cooking controls: mesh cleaning, welding, faster simulation options
Optional “Provides Contacts” toggle support (Unity 2022.1+)
📋 Requirements
Unity 2020.3 LTS or newer (recommended: 2022.3 LTS / Unity 6)
Uses: Burst, Jobs, Mathematics, Collections
Editor + Runtime support
Optimization/rebuild/analysis workflows run in the Editor
Animated Collider mode is designed to work in runtime builds
🌐 Render Pipelines
Built-in RP
URP
HDRP
Pipeline-independent physics/collider workflow
💻 Supported Platforms
Editor: Windows / macOS / Linux
Runtime Builds: All Unity-supported platforms (PC / Mobile / Console, etc.)




