Install Collision Proxy
Pick your agent. Every command is ready to paste.
npx skills add arjun988/blender-skills --skill collision-proxyThe open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.
01
Install it
Run the command above, or upload the folder in Claude.
02
Ask naturally
Describe the task. Your agent loads collision-proxy when the request matches its description.
03
Name it if needed
If it does not trigger, say “use the collision-proxy skill”. In Codex, type $collision-proxy.
Collision Proxy
Simple, stable colliders. Prefer primitives and convex pieces over render mesh.
When to Use
- Game physics / blocking volumes
- Unreal UCX export
- Unity mesh or primitive colliders
- Hitboxes for interactables
Workflow
Identify collision needs → Build proxies → Name correctly
→ Test overlaps → Export with render mesh
Collider Types
| Type | Use |
|---|---|
| Box | Crates, walls, simple props |
| Capsule | Characters, poles |
| Sphere | Balls, soft approximates |
| Convex hull | Organic / irregular single body |
| Multiple convex (UCX) | Vehicles, complex props |
Unreal Naming
UCX_SM_Asset_01
UCX_SM_Asset_02
- Must match associated mesh naming rules for auto-association
- Convex only for UCX
Unity Notes
- Prefer engine primitives when possible
- Mesh colliders: convex toggle for dynamic rigidbodies
- Keep proxy collection exportable
Authoring Rules
- Slightly smaller than visual mesh to reduce snagging (project-dependent)
- No holes; watertight convex pieces
- Apply scale
- Origin aligned with render mesh
- Collection:
COL_Collision_[Asset]
Validation
- Player cannot fall through intended blockers
- No huge invisible walls beyond mesh
- Wheel/character capsules oriented correctly
- Named for target engine
Constraints
MUST DO
- Prefer few simple shapes over one complex mesh
- Match engine naming conventions
- Keep proxies in dedicated collection
MUST NOT DO
- Use render LOD0 as physics mesh by default
- Non-convex UCX for Unreal auto-convex workflows
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Collider Recipes | references/collider-recipes.md |
When needed |
| Engine Naming | references/engine-naming.md |
When needed |
Tips for Collision Proxy
- • Start a fresh session after installing so your agent picks up the new skill.
- • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
- • It is part of a pack with 30 skills. Install only the ones you need with --skill to keep triggers precise.
- • If two skills overlap, mention the one you want by name.
Questions about Collision Proxy
What does the Collision Proxy skill do?
Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.
How do I install Collision Proxy?
Run "npx skills add arjun988/blender-skills --skill collision-proxy" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.
Does Collision Proxy work in Cursor and Codex?
Yes. Collision Proxy uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.
Is Collision Proxy free?
Collision Proxy is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.
Who made Collision Proxy?
Collision Proxy is published by arjun988 in the arjun988/blender-skills repository, together with 29 other skills.


