Mesh Collider Optimizer is a productivity-focused Unity Editor tool that gives you full control over Mesh Colliders, with robust support for Concave/Convex workflows, Skinned Mesh, BlendShapes, Runtime Animated Colliders, LOD, and detailed stats/analysis.
As projects scale, collider cost quietly grows: high-triangle colliders, inconsistent convex setups, overlapping LOD colliders, and fragile runtime updates on animated characters. Mesh Collider Optimizer brings these into one clean workflow so you can keep physics performance under control.
✨ Lower physics cost
✨ Cleaner, safer collider management
✨ Faster iteration (optimize -> test -> undo -> refine)
🛠 How It Works
- Scans selected objects (and children) and collects source meshes (MeshFilter / SkinnedMesh)
- Builds optimized meshes and rebuilds colliders based on your settings
- Optional Runtime Animated Collider mode bakes skinned pose and updates colliders automatically
- Generates clear stats: before/after verts-tris, memory, bake time, savings ratio, and more
🟩 Concave / Convex Control
- Convex mode with decomposition grid settings and optional 256-guard safety
- Non-convex concave workflow for static use cases
🎞️ Animated Collider (Runtime) - Skinned Pose Baking
- Source mode: BakeMesh or SharedMesh
- Update mode: EveryFrame / EveryNFrames / TargetHz
- Only When Visible option for better runtime performance
- Root-Only option to avoid per-update decomposition overhead
🧬 BlendShape Tracking
- Detects BlendShape weight changes automatically
- Triggers optimization/update when enabled, no manual rebuild required
📊 Stats & Savings Summary
- Verts/Tris before and after
- Memory before and after
- Bake time
- Savings ratio (%)
- Convex generated part count
🧯 Inflation (Normal-Based Offset)
- Inflate/deflate generated colliders to fine-tune contact and penetration behavior
🧩 LOD Support
- Optional active-LOD-only collider mode to prevent multiple LOD colliders from running together
🧱 Merge Children
- Merge child meshes for a cleaner and more consistent optimization pipeline
🗺️ Gizmos + Heatmap / Error Lines
- Draw generated colliders in SceneView
- Heatmap points and error lines for fast visual validation
- Automatically switches to lighter drawing when collider count is high
🧷 Scene Overlay Fallback
- Animation-mode wire/overlay drawing can continue even when SceneView gizmos are disabled
🎛️ Preset Profiles
- Save and apply profiles (High Quality, Balanced, etc.) in one click
- Includes quality, fidelity, inflation, and decomposition settings
🌍 Support & Community
- Join our Discord for support, tips, and discussions
- Full documentation included with quick-start guidance
If Mesh Collider Optimizer improves your workflow, please consider leaving a review. Thank you! 🙏