Concave Collider - Generate compound colliders with one click! [RELEASED]

Sounds wonderful!

Yes, here you can find the component’s help: Concave Collider help.
The first 2 parameters are the ones that allow limiting hulls and vertices.

The component panel fully expanded looks like this (you will be using the first two parameters and the “compute hulls” button most of the time, though):

As soon as you have a Mac version ready I’m buying this

If somebody that has the Concave Collider and a Mac wants to try the .bundle for Mac, testing is more than welcome.
We managed to build a Mac version of the plugin (.dll on windows, .bundle on mac), but since the Mac didn’t have a Unity Pro license we couldn’t see if it worked properly.
In any case, even if some fixing is necessary, my guess is next week we’ll be able to upload a new multiplatform version to the asset store.

I’d be happy to test it out on a Mac here.

Nice! send me an e-mail to info@ultimategametools.com and I’ll send you the .bundle back

Unless I’m doing something wrong which is super possible, I couldn’t get the Mac version working. I was taking a look at the example projects and when I try to copy/paste the objects the collider goes away. Meaning you can’t instantiate the objects into the scene during the game :frowning:

I managed to build a working Mac port today, some previews have been sent out for testing. Fingers crossed!
We’ve also made the instancing work, so besides using copy/paste you also will be able to compute the hulls for one object, make a prefab out of it and instance it at will using the editor or through scripts at runtime.

If the Mac testing goes well my guess is in a couple of days we can upload a new version to the asset store. Let’s see how it goes.

Hello guys,

Good news! the Concave Collider version 1.1 has been approved and is now available at the Asset Store.

New features:

  • Full native Mac support!
  • New default algorithm that works way faster than before. Now there are 3 algorithms available that hopefully can suit any object.
  • Dynamic prefab instancing support. Now you can make prefabs out of objects having the concave collider and instance them using the editor or at runtime through scripting.
  • A couple of new parameters for even better adjustment.

Note:
To get the same result as in 1.0, just change the Algorithm to “normal” and set the new Internal Scale parameter to zero.
All new parameters are described in the .txt included in the package (changelog section). The documentation on the website will be updated ASAP.

Hello, I dont know if I miss somewhere, but do you have any webversion with lots of objects in scene so we can check it out?
Your solution looks really like what I need (specially because of meshs) and I need to be sure of performance and how the collision is resolved. Can you provide a web test where we can have that spaceship with your collider and play it around (Instance and Destroy, simple things).

Thanks

We don’t have any web tests available, but if you send me an object to test I can send you back a set of different colliders with varying precision tunings for you to play with.
Just drop me a mail to info@ultimategametools.com if you’re interested

This is quite cool, and a great efficiency tool as well!

Thanks!

Any reviews on the Asset Store would be more than welcome. That would help a lot :slight_smile:

Ok, I will send you later. Thank you.
But any special reasons for not having a web version?

Basically because it is a component you use when authoring in Unity. On a webplayer/downloadable demo the only thing we can show is how objects interact at runtime, but the interesting part which is the collider creation and setup is unavailable since it is done using Unity itself.

Is there any advantage to this over using the built-in colliders when it comes to things that don’t need to be marked convex, such as floors, walls, etc?

Are there any restrictions against using this? Such as, can I:

Create colliders for the objects and then sell the object with colliders? Give the object and colliders away? Create colliders for other peoples’ freely available objects, and then give those away?

Create colliders for other people on demand for profit?

Use it to create colliders for objects in a group project, where nobody else has bought the plugin?

Anything else I didn’t think of?

No, for all static objects using the built-in mesh collider is always the best option since it is a single collider using the original mesh. Nothing can beat that :slight_smile:

Some of these are very good points, we’ll definetly update the included info file with a section regarding this. Thanks for bringing it up.

  • Create colliders for objects you create and then sell the objects including the colliders: Yes, as long as you are the original author.
  • Give the object and colliders away: Yes, as long as you are the original author and you decide to release it for free.
  • Create colliders for other peoples’ freely available objects, and then give those away: No, the restriction is you need to be the original author of the object.
  • Create colliders for other people on demand for profit? No, you may use it of course to make profit out of projects you create, but not based on making profit out of making colliders on demand.
  • Use it to create colliders for objects in a group project, where nobody else has bought the plugin: Yes, as long as it remains on that single computer. Only the computers that bought the license can create the colliders, but they can share them to the rest.

Hey, just wanted to report a very slight issue - the current version on the Asset Store runs into some compile errors upon building the web player (and likely other platforms) due to looking for the UnityEditor namespace. I fixed it by wrapping everything to do with the “Save Mesh Assets” option in #if UNITY_EDITOR defines.

This is a great tool. It saves an unimaginable amount of time, and the performance is completely dependent on the amount of colliders you make with absolutely 0 overhead (it doesn’t run at play mode), which is highly configurable.

Thanks for the heads up! I’ll send an update ASAP

Ha! now that’s something that would be great as a review at the Asset Store :wink:

No problem - and already done =)