base on Optimizes mesh and polygon colliders in Unity # Unity Collider Optimizer This package is meant for: - `MeshCollider` optimization (3D) via bundled gltfpack binaries | ![MCO_V1](https://github.com/user-attachments/assets/a2cb0aa8-543a-437c-9daa-572fa1ec1b18) | ![MCO_V2](https://github.com/user-attachments/assets/8fc2e9a5-cdb0-4513-b391-27f570a95023) | ![MCO_V3](https://github.com/user-attachments/assets/4004e1d4-38e8-49ce-8fac-a95f6e686dcc) | |:---:|:---:|:---:| | Original Mesh | Unity Mesh Collider | Optimized Mesh Collider | |**Tris, Verts Count**| *3032 tris, 2512 verts* | *918 tris, 592 verts* | - `PolygonCollider2D` optimization (2D) using RDP line simplification | ![PCO_V1](https://github.com/user-attachments/assets/f5314480-bed7-47fb-88b8-545499765a92) | ![PCO_V2](https://github.com/user-attachments/assets/ed26af25-5e1d-48a8-bc6a-a2f417be3cf6) | ![PCO_V3](https://github.com/user-attachments/assets/a4923535-59be-4896-b629-e83cc42db7d4) | |:---:|:---:|:---:| | Original Sprite | Unity Polygon Collider | Optimized Polygon Collider | |**Path Count**| *214 paths* | *23 paths* | ## Requirements - Unity 2020.2 or newer recommended (for `MeshColliderCookingOptions`) - A glTF/GLB importer package in your project: - `com.unity.cloud.gltfast` (glTFast) or - `com.unity.formats.glTF` (UnityGLTF) - Supported OS for the included gltfpack binaries: - Windows - macOS (Intel & Apple Silicon) - Linux > [!NOTE] > If you don’t have a GLB importer, the tool can’t re-import the simplified mesh and will log an error telling you to install one ## Usage #### Install - Download the `collider-opt-pkg-v005.unitypackage` package from the [Releases](https://github.com/aniketrajnish/Unity-Collider-Optimizer/releases/tag/005) section and import in your Unity project - Follow the prompt to install the glTF/GLB importer - (macOS/Linux) If the `gltfpack` binary isn’t executable, the tool will attempt to `chmod +x` automatically #### Optimize Colliders - Select a GameObject with a `MeshCollider` (3D) or `PolygonCollider2D` (2D) - Open context menu by right clicking the component header -> `Optimize Collider` - If needed you have option to Load/Save/Reset Collider aswell #### Adjust Params - To adjust params for the optimizer go to `Tools -> Collider Optimizer` - **Mesh Optimization Params**: - `Contraction` : higher contraction -> fewer triangles kept - `Recalc Normals` : recalculate normals after import - `Convex` : sets `MeshCollider.convex = true` (Unity may auto-reduce to ≤255 tris) - `Aggressive (-sa)` : simplifies aggressively (more tris reduced) - `Permissive (-sp)` : simplifies permissively (less tris reduced) - **Polygon Optimization Params**: - `Tolerance` : maximum perpendicular distance new path is allowed to deviate from the original path (higher tolerance -> fewer lines kept) - `Tolerance Mode` : - `World` : interpreted in world units - `Relative` : interpreted as fraction of per-path bbox diagonal - `Scale By Bounds` : In `World` mode, multiply tolerance by each path’s bounds diagonal (useful for differently sized shapes) #### Presets - You get the option to define presets for different param sets you'd like to save - Create presets via `Assets -> Create -> ColliderOptimizer -> Mesh Preset or Poly Preset` - In `Tools -> Collider Optimizer` window assign these presets to make them active - Without an active preset the settings are stored in `Project Settings` at `ProjectSettings/ColliderOptimizerSettings.asset` - `Reset to Defaults` will update the preset (if assigned) or the project settings to the default values https://github.com/user-attachments/assets/9530f417-eb80-4108-ab7c-36454a7a409c ## Performance Comparison https://github.com/aniketrajnish/Unity-Collider-Optimizer/assets/58925008/e134f0c6-4c08-4552-b69f-22e7f3b61ebe https://github.com/aniketrajnish/Unity-Collider-Optimizer/assets/58925008/cfba7837-a81e-4891-9594-501fbf31680f ## Gotchas - For skinned meshes, the tool bakes a static combined mesh for collider usage (as intended for physics), not skinning, anyways I won't use a `MeshCollider` for a skinned mesh - Extremely degenerate or non-triangular topologies are skipped - `glb import produced no loadable assets` <br> Install/reinstall a GLB importer package (UnityGLTF or glTFast) & reoptimize - Unity limits convex colliders to ≤255 tris, it may auto-simplify further - If you see warnings about very large triangles (>500 units), check your model scale. The tool bakes transforms, but mismatched import scales can still yield oversized geometry - The tool attempts to `chmod +x` the `gltfpack` binary, if gatekeeper still blocks it, allow it in System Settings or remove quarantine attributes manually ## Contribution Contributions to the project are welcome, consider making a PR ## License MIT License ", Assign "at most 3 tags" to the expected json: {"id":"3238","tags":[]} "only from the tags list I provide: []" returns me the "expected json"