Accurate physics for complex meshes, generated at runtime, on every platform.
In Unity, a dynamic Rigidbody can only use convex mesh colliders. Wrap a complex shape in a single convex hull and every hole, gap and opening gets filled in: objects bounce off space that should be empty.
Convexify fixes this with convex decomposition. It splits any mesh into a set of convex parts and turns them into a compound collider, so collisions match the real shape. Everything runs while your game runs. Use it for meshes that don’t exist at design time: user-imported models, procedural geometry and downloaded content.
Features
- Runtime collider generation. Create compound colliders for arbitrary, non-convex meshes on the fly, with no editor bake step.
- Fast. Burst-compiled jobs decompose typical meshes in tens of milliseconds.
- Keeps your frame rate. The work runs on background worker threads while your game keeps rendering.
- Every platform. Pure C# and Burst, with no native plugins. It runs on all platforms Unity supports, including the Web.
- Simple to use. Three lines of code give you colliders. For full control, schedule it as jobs from Mesh.MeshData or NativeArray data.
- Tunable quality. Resolution, hull count, accuracy and vertex limits let you trade precision against speed.
- Proven algorithm. Based on V-HACD, the widely used convex decomposition algorithm, with improvements for better-fitting colliders.
For comments, suggestions and issues please contact us:
support@doji-tech.com
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