Collision Forge — Game-Engine Collision Shapes

Collision setup is the least glamorous step in game asset prep, and one of the easiest to get wrong. Engines want specific naming (UCX_YourMesh_01 or Unreal won't pick it up), concave objects need to be decomposed into convex pieces, and hand-building hulls around every prop in a scene can eat a full day. Collision Forge automates the entire step. Select your meshes, pick a collision type — box, sphere, capsule, convex hull, or mesh — and hit Generate. Every collision comes out named to the Unreal convention (UBX_ for boxes, USP_ for spheres, UCP_ for capsules, UCX_ for convex and mesh), indexed for multi-part setups, with LOD suffixes automatically stripped from the base name so collisions attach to the asset, not to one LOD. Collisions are sorted into a collision collection and displayed as green wireframes so your viewport stays readable. For complex, concave shapes, the convex mode goes well beyond a single hull: built-in V-HACD v4 decomposition splits the object into up to 64 near-convex pieces, with four quality presets from fast draft to maximum accuracy. An archway gets real pass-through collision instead of a blocked doorway. Multi-hull decomposition works on Windows, macOS, and Linux — the V-HACD binary is bundled for all three platforms; the tool falls back to single convex hulls automatically if the binary can't run. Generated something that's slightly too tight, or too heavy? Don't undo — tune it. The operator's F9 redo panel exposes live sliders for outward/inward offset and mesh decimation, and dragging them regenerates the whole batch in real time. Re-running the generator on an object replaces its old collisions instead of stacking duplicates, and the tool warns you when a source object has un-applied scale — the classic cause of mysteriously offset collision. Management is built in too: select, show/hide, or delete every collision in the scene, the active collection, or just your selection, one click each. USE CASE: A modular dungeon kit — 60 walls, arches, and props — needs collision before export. Select everything, convex mode, medium quality, Generate. Coffee break. Every piece has correctly named, engine-ready collision, and the three archways got proper multi-hull decomposition. COMPATIBILITY: Blender 4.2+. Found in View3D sidebar > Collision Forge. V-HACD binaries bundled for Windows, macOS, and Linux — no external install required. (On first run on macOS, Gatekeeper may prompt to allow the unsigned binary; if blocked, Collision Forge falls back to single convex hulls automatically.) Part of the Game Asset Pipeline Toolkit Pro Bundle — six tools that share conventions so they slot together: https://theforgefoundry.gumroad.com/l/pro-bundle