collision-proxy
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ChineseCollision 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 meshIdentify collision needs → Build proxies → Name correctly
→ Test overlaps → Export with render meshCollider Types
碰撞体类型
| 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 |
| 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
- Slightly smaller than visual mesh to reduce snagging (project-dependent)
- No holes; watertight convex pieces
- Apply scale
- Origin aligned with render mesh
- Collection:
COL_Collision_[Asset]
- 略小于视觉网格,以减少卡住现象(取决于项目)
- 不得有孔洞;凸体分段必须封闭且无孔
- 应用 Scale
- Origin 与渲染网格对齐
- 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
| Topic | Reference | Load When |
|---|---|---|
| Collider Recipes | | When needed |
| Engine Naming | | When needed |
| 主题 | 参考文件 | 加载时机 |
|---|---|---|
| 碰撞体配方 | | 需要时 |
| 引擎命名 | | 需要时 |