Unity
Concave Collider Lite
$30
Rated 5.0/5 from 3 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $30. The latest store price is $30, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $30 | Latest store price |
About Concave Collider Lite
- Tools, Systems & Learning > Development Tools & Automation
ConcaveColliderLite is a lightweight Unity editor tool for building compound convex MeshColliders from a concave mesh.
Instead of using a single large convex hull (often inaccurate) or a non-convex MeshCollider (best for static geometry), ConcaveColliderLite decomposes your mesh into multiple smaller hull meshes, stores them inside a ScriptableObject asset, and then spawns them as child MeshCollider parts. This approach keeps your object compatible with dynamic Rigidbody physics while providing much better collision fidelity than one hull.
Typical use cases:
Vehicles / car bodies / shells
Complex props with holes or curved shapes
Interactive debris and pickups
Skinned meshes (snapshot bake from SkinnedMeshRenderer)
Core workflow:
Select an object with MeshFilter (or SkinnedMeshRenderer).
Add ConcaveCollider component.
Bake hull meshes into a ConcaveColliderAsset.
Press Apply to spawn compound colliders (CC_Part_* children).
Optional: enable Generate On Awake to apply automatically in Play Mode.
Notes:
Apply creates colliders only (physics). To visualize, use Unity Physics Debugger and enable Colliders.
For best results, bake from the lowest LOD mesh to reduce convex cooking warnings and improve performance.
Instead of using a single large convex hull (often inaccurate) or a non-convex MeshCollider (best for static geometry), ConcaveColliderLite decomposes your mesh into multiple smaller hull meshes, stores them inside a ScriptableObject asset, and then spawns them as child MeshCollider parts. This approach keeps your object compatible with dynamic Rigidbody physics while providing much better collision fidelity than one hull.
Typical use cases:
Vehicles / car bodies / shells
Complex props with holes or curved shapes
Interactive debris and pickups
Skinned meshes (snapshot bake from SkinnedMeshRenderer)
Core workflow:
Select an object with MeshFilter (or SkinnedMeshRenderer).
Add ConcaveCollider component.
Bake hull meshes into a ConcaveColliderAsset.
Press Apply to spawn compound colliders (CC_Part_* children).
Optional: enable Generate On Awake to apply automatically in Play Mode.
Notes:
Apply creates colliders only (physics). To visualize, use Unity Physics Debugger and enable Colliders.
For best results, bake from the lowest LOD mesh to reduce convex cooking warnings and improve performance.