collision-proxy

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Collision Proxy

碰撞代理体(Collision Proxy)

Simple, stable colliders. Prefer primitives and convex pieces over render mesh.
简单、稳定的碰撞体。优先使用基础几何体和凸体分段,而不是渲染网格。

When to Use

使用场景

  • Game physics / blocking volumes
  • Unreal UCX export
  • Unity mesh or primitive colliders
  • Hitboxes for interactables
  • 游戏物理 / 阻挡体积
  • Unreal UCX 导出
  • Unity 网格或基础碰撞体
  • 可交互对象的 Hitbox

Workflow

工作流

Identify collision needs → Build proxies → Name correctly
  → Test overlaps → Export with render mesh
Identify collision needs → Build proxies → Name correctly
  → Test overlaps → Export with render mesh

Collider Types

碰撞体类型

TypeUse
BoxCrates, walls, simple props
CapsuleCharacters, poles
SphereBalls, soft approximates
Convex hullOrganic / irregular single body
Multiple convex (UCX)Vehicles, complex props
类型用途
Box箱子、墙壁、简单道具
Capsule角色、杆状物
Sphere球体、软体近似形状
Convex hull有机形状 / 不规则的单一物体
Multiple convex (UCX)载具、复杂道具

Unreal Naming

Unreal 命名

UCX_SM_Asset_01
UCX_SM_Asset_02
  • Must match associated mesh naming rules for auto-association
  • Convex only for UCX
UCX_SM_Asset_01
UCX_SM_Asset_02
  • 必须符合关联网格的命名规则,才能自动关联
  • UCX 仅支持凸体

Unity Notes

Unity 注意事项

  • Prefer engine primitives when possible
  • Mesh colliders: convex toggle for dynamic rigidbodies
  • Keep proxy collection exportable
  • 尽可能优先使用引擎基础几何体
  • Mesh Collider:动态刚体需启用 convex 开关
  • 保持代理体集合可导出

Authoring Rules

制作规则

  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]
  1. 略小于视觉网格,以减少卡住现象(取决于项目)
  2. 不得有孔洞;凸体分段必须封闭且无孔
  3. 应用 Scale
  4. Origin 与渲染网格对齐
  5. 集合:
    COL_Collision_[Asset]

Validation

验证

  • Player cannot fall through intended blockers
  • No huge invisible walls beyond mesh
  • Wheel/character capsules oriented correctly
  • Named for target engine
  • 玩家无法穿过预期的阻挡物
  • 网格之外不存在巨大的隐形墙
  • 车轮/角色 Capsule 朝向正确
  • 已按目标引擎命名

Constraints

约束

MUST DO

必须执行

  • Prefer few simple shapes over one complex mesh
  • Match engine naming conventions
  • Keep proxies in dedicated collection
  • 优先使用少量简单形状,而不是一个复杂网格
  • 遵循引擎命名约定
  • 将代理体保存在专用集合中

MUST NOT DO

禁止执行

  • Use render LOD0 as physics mesh by default
  • Non-convex UCX for Unreal auto-convex workflows
  • 默认将渲染 LOD0 用作物理网格
  • 在 Unreal 自动凸体工作流中使用非凸体 UCX

Reference Guide

参考指南

TopicReferenceLoad When
Collider Recipes
references/collider-recipes.md
When needed
Engine Naming
references/engine-naming.md
When needed
主题参考文件加载时机
碰撞体配方
references/collider-recipes.md
需要时
引擎命名
references/engine-naming.md
需要时