Collision Mesh Generator
What is a collision mesh? A collision mesh (or collider) is a simple, invisible shape that a game engine's physics uses instead of the detailed model, so objects can bump, stack and be hit quickly. It is usually one or a few convex hulls, boxes, spheres or capsules that hug the visible model with far fewer triangles.
Drop a model to get a convex hull under the 255-triangle limit, a compound collider of several hulls, or a box, sphere or capsule. See it over your model with its tightness, then download GLB, OBJ or FBX named for Unreal Engine (UCX_), Godot (-convcolonly) or Unity. Nothing is uploaded.
How to generate a collision mesh online
- 1
Drop your model
Drag a .glb, .gltf, .fbx, .obj or .stl onto the tool, or try the sample chair. It is read in your browser; nothing is uploaded.
- 2
Pick a collider
One convex hull, a compound of hulls (one per mesh, or 2 to 32 clusters), or a box, sphere or capsule for the whole model or each part. Set the triangle limit per hull.
- 3
Check the fit
The colliders are drawn over the model in colour. Turn the model, the fill and the wireframe on and off, and read the hull count, triangles and tightness.
- 4
Download
Choose Unreal Engine, Godot, Unity or generic names, GLB, OBJ or FBX, and the colliders alone or with the model in one file.
Convex, compound, primitive or mesh collider?
Physics engines test simple convex shapes far faster than a detailed mesh, so most objects get one or a few of them. The more closely a collider follows the model, the more it costs. Pick the simplest one that feels right in play.
| Collider | What it is | Follows dents and holes? | Physics cost | Good for |
|---|---|---|---|---|
| Primitive (box, sphere, capsule) | One exact maths shape around the object or a part | No | Lowest | Crates, balls, barrels, characters, simple props |
| Single convex hull | The tightest shape with no dents around the whole model, like shrink-wrap | No: it fills holes, gaps and hollows | Low | Rocks, bottles, props that move |
| Compound (several hulls) | One convex hull per part or cluster, used together | Roughly: more hulls follow the shape closer | Grows with the hull count | Chairs, tables, vehicles, moving concave objects |
| Mesh (concave / trimesh) | The model itself, or a lighter copy, as the collider | Yes, exactly | Highest; usually static objects only | Terrain, buildings, level geometry that never moves |
Be honest with yourself about the shape: a single convex hull cannot hollow out a cup, an arch or the space under a table. Compound mode gets closer by splitting the model, but it is an approximation, not a full convex decomposition like V-HACD. For terrain and buildings that never move, use the model itself as a mesh collider in your engine. To look at a model first, open it in the 3D Model Viewer.
Need the game asset itself? Make it with AI
Turn a picture into a textured 3D model, then bring it back here for its colliders. Prefer to describe it? Make it from text. The AI tools use credits; this collision mesh generator does not.
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Collision mesh generator FAQ
Unreal Engine, Unity, Godot and Blender are named only to describe compatibility; The3DAI is not affiliated with or endorsed by Epic Games, Unity Technologies, the Godot Foundation or the Blender Foundation.