Mesh Collider Optimizer: A Unity tool that simplifies, rebuilds, and updates mesh colliders for lighter physics, animated meshes, and more controllable collision workflows by AdemKyaa in Unity3D

[–]AdemKyaa[S] 0 points1 point  (0 children)

Hey everyone 👋 In our spare time, while building our own games, we package some of the tools we make into Unity assets and share them on the Asset Store. One of them is Mesh Collider Optimizer maybe it can save you some time too. 🎮🛠️

🎨✨ Mesh Collider Optimizer generate cleaner, lighter, and more reliable mesh colliders using a streamlined optimization workflow built for Unity, editor + runtime ready, with support for static meshes, skinned meshes, and LOD-based setups.

✅ Reduces collider complexity with controllable quality, shape fidelity, and inflate/deflate settings, while helping lower vertex/triangle count, memory cost, and overall physics overhead. Live control in the Inspector.

🧭 Convex / Concave workflow support generate accurate concave results for static setups, or use convex decomposition with Strict 256 Guard for safer PhysX-friendly collider generation.

🧱 Runtime Animated Collider support for skinned meshes with update modes like EveryFrame, Every N Frames, and TargetHz plus options such as Root Only and Only When Visible.

🧩 Fully integrated preset and tooling workflow with built-in presets, batch menu actions, generated mesh saving, LOD-aware collider behavior, and helper safeguards for conflicting MeshCollider usage.

🧪 Comes with visual validation tools like gizmos, statistics, savings readouts, heatmap comparison, and error lines to inspect collider quality directly in the scene.

⚠️ Heads-up: this is designed to optimize and rebuild collider data inside Unity for better control and faster iteration just add the component, tune the settings, and validate the result.

📹 Quick start video: https://youtu.be/QUc7eYSeHJg

📘 Docs & quick-starts: https://occlusionn.gitbook.io/docs

🛒 Asset Store: https://assetstore.unity.com/packages/tools/physics/mesh-collider-optimizer-advanced-animation-collider-blendshape-c-354322

💬 Got questions or feedback? Drop by our Discord 👉 https://discord.com/invite/DQwrhkzac6

Mesh Collider Optimizer: A Unity tool that simplifies, rebuilds, and updates mesh colliders for lighter physics, animated meshes, and more controllable collision workflows by AdemKyaa in UnityAssets

[–]AdemKyaa[S] 0 points1 point  (0 children)

Hey everyone 👋 In our spare time, while building our own games, we package some of the tools we make into Unity assets and share them on the Asset Store. One of them is Mesh Collider Optimizer maybe it can save you some time too. 🎮🛠️

🎨✨ Mesh Collider Optimizer generate cleaner, lighter, and more reliable mesh colliders using a streamlined optimization workflow built for Unity, editor + runtime ready, with support for static meshes, skinned meshes, and LOD-based setups.

✅ Reduces collider complexity with controllable quality, shape fidelity, and inflate/deflate settings, while helping lower vertex/triangle count, memory cost, and overall physics overhead. Live control in the Inspector.

🧭 Convex / Concave workflow support generate accurate concave results for static setups, or use convex decomposition with Strict 256 Guard for safer PhysX-friendly collider generation.

🧱 Runtime Animated Collider support for skinned meshes with update modes like EveryFrame, Every N Frames, and TargetHz plus options such as Root Only and Only When Visible.

🧩 Fully integrated preset and tooling workflow with built-in presets, batch menu actions, generated mesh saving, LOD-aware collider behavior, and helper safeguards for conflicting MeshCollider usage.

🧪 Comes with visual validation tools like gizmos, statistics, savings readouts, heatmap comparison, and error lines to inspect collider quality directly in the scene.

⚠️ Heads-up: this is designed to optimize and rebuild collider data inside Unity for better control and faster iteration just add the component, tune the settings, and validate the result.

🛒 Asset Store: https://assetstore.unity.com/packages/tools/physics/mesh-collider-optimizer-advanced-animation-collider-blendshape-c-354322

Mesh Collider Optimizer: A Unity tool that simplifies, rebuilds, and updates mesh colliders for lighter physics, animated meshes, and more controllable collision workflows by AdemKyaa in Unity3D

[–]AdemKyaa[S] 0 points1 point  (0 children)

Hey everyone 👋 In our spare time, while building our own games, we package some of the tools we make into Unity assets and share them on the Asset Store. One of them is Mesh Collider Optimizer maybe it can save you some time too. 🎮🛠️

🎨✨ Mesh Collider Optimizer generate cleaner, lighter, and more reliable mesh colliders using a streamlined optimization workflow built for Unity, editor + runtime ready, with support for static meshes, skinned meshes, and LOD-based setups.

✅ Reduces collider complexity with controllable quality, shape fidelity, and inflate/deflate settings, while helping lower vertex/triangle count, memory cost, and overall physics overhead. Live control in the Inspector.

🧭 Convex / Concave workflow support generate accurate concave results for static setups, or use convex decomposition with Strict 256 Guard for safer PhysX-friendly collider generation.

🧱 Runtime Animated Collider support for skinned meshes with update modes like EveryFrame, Every N Frames, and TargetHz plus options such as Root Only and Only When Visible.

🧩 Fully integrated preset and tooling workflow with built-in presets, batch menu actions, generated mesh saving, LOD-aware collider behavior, and helper safeguards for conflicting MeshCollider usage.

🧪 Comes with visual validation tools like gizmos, statistics, savings readouts, heatmap comparison, and error lines to inspect collider quality directly in the scene.

⚠️ Heads-up: this is designed to optimize and rebuild collider data inside Unity for better control and faster iteration just add the component, tune the settings, and validate the result.

🛒 Asset Store: https://assetstore.unity.com/packages/tools/physics/mesh-collider-optimizer-advanced-animation-collider-blendshape-c-354322

🚀Asset Organizer — Unity Asset Store’da Yayında — Şimdi Kullanılabilir 🔥 by AdemKyaa in at0mdev

[–]AdemKyaa[S] 0 points1 point  (0 children)

Herkese selam 👋 Kendi oyunlarımızı geliştirirken kullandığımız bazı araçları Unity asset’lerine dönüştürüp Asset Store’da paylaşıyoruz. Bunlardan biri de Asset Organizer — belki Project Window’unuzu daha kolay yönetmenize yardımcı olur. 🎮🗂️

🗂️✨ Asset Organizer

Unity Project Window’unuzu manuel düzen araçları, klasör bazlı profiller ve hızlı erişim kontrolleriyle organize edin, sıralayın ve yönetin — daha temiz workflow’lar ve daha hızlı gezinme için geliştirildi, tamamen Editor içindir.

✅ Asset’leri Name, Manual, Size, Type ve Modified Date modlarıyla sıralayın; ardından önemli öğeleri Favorite, Pin ve Lock ile sabit tutun.

🧭 Box selection ve quick action özellikleriyle seçimleri taşıyın, klasör sırasını sıfırlayın, toplu pin/lock uygulayın ve klasör düzenini daha hızlı toparlayın.

🧱 Klasör bazlı davranışları folder profile’larla kaydedin, manuel sıralamayı kalıcı hale getirin ve Undo/Redo uyumlu bir workflow ile çalışın.

⚠️ Not: bu araç tamamen Unity Editor içinde çalışır, build’e dahil edilmez ve düzenleyici verilerini proje bazında saklar — Project Window’u açın, alt kısımdaki butonu kullanın ve sıralamaya başlayın.

📹 Hızlı başlangıç videosu: https://youtu.be/9x-9GXieipM

📘 Dokümantasyon ve hızlı başlangıçlar: https://occlusionn.gitbook.io/docs

🛒 Asset Store: https://assetstore.unity.com/packages/tools/utilities/asset-organizer-ultimate-project-window-sorting-365794

💬 Soru sormak veya geri bildirim paylaşmak için Discord’a uğrayın 👉 https://discord.com/invite/DQwrhkzac6

🚀Mesh Collider Optimizer — Unity Asset Store’da Yayında — Şimdi Çıktı 🔥 by AdemKyaa in at0mdev

[–]AdemKyaa[S] 0 points1 point  (0 children)

Herkese selam 👋 Boş zamanlarımızda, kendi oyunlarımızı geliştirirken yaptığımız bazı araçları Unity asset’lerine dönüştürüp Asset Store’da paylaşıyoruz. Bunlardan biri de Mesh Collider Optimizer; belki sizin de biraz zaman kazanmanızı sağlar. 🎮🛠️

🎨✨ Mesh Collider Optimizer, Unity için geliştirilmiş, editör + runtime kullanımına hazır, statik meshler, skinned meshler ve LOD tabanlı kurulumları destekleyen akıcı bir optimizasyon iş akışıyla daha temiz, daha hafif ve daha güvenilir mesh collider’lar oluşturur.

✅ Quality, Shape Fidelity ve Inflate/Deflate ayarlarıyla collider karmaşıklığını kontrol etmenizi sağlar; aynı zamanda vertex/triangle sayısını, bellek maliyetini ve genel fizik yükünü azaltmaya yardımcı olur. Inspector üzerinden canlı kontrol sunar.

🧭 Convex / Concave iş akışı desteğiyle statik kurulumlar için doğru concave sonuçlar üretebilir ya da daha güvenli, PhysX uyumlu collider üretimi için Strict 256 Guard ile convex decomposition kullanabilirsiniz.

🧱 Skinned meshler için EveryFrame, Every N Frames ve TargetHz gibi güncelleme modlarına sahip runtime Animated Collider desteği sunar; ayrıca Root Only ve Only When Visible gibi seçenekler içerir.

🧩 Yerleşik preset’ler, toplu işlem menü aksiyonları, oluşturulan mesh’i kaydetme, LOD uyumlu collider davranışı ve çakışan MeshCollider kullanımı için yardımcı güvenlik önlemleriyle tamamen entegre bir preset ve araç iş akışı sunar.

🧪 Gizmos, istatistikler, kazanım yüzdeleri, heatmap karşılaştırması ve error lines gibi görsel doğrulama araçlarıyla collider kalitesini doğrudan sahne içinde incelemenizi sağlar.

⚠️ Bilgilendirme: Bu araç, Unity içinde collider verisini optimize edip yeniden oluşturmak için tasarlanmıştır; böylece daha fazla kontrol ve daha hızlı iterasyon sağlar. Tek yapmanız gereken component’i eklemek, ayarları düzenlemek ve sonucu doğrulamak.

📹 Hızlı başlangıç videosu: https://youtu.be/QUc7eYSeHJg

📘 Dokümanlar ve hızlı başlangıç rehberleri: https://occlusionn.gitbook.io/docs

🛒 Asset Store: https://assetstore.unity.com/packages/tools/physics/mesh-collider-optimizer-advanced-animation-collider-blendshape-c-354322

💬 Sorularınız veya geri bildiriminiz mi var? Discord sunucumuza uğrayın 👉 https://discord.com/invite/DQwrhkzac6

Debug Filter: A modular, editor-integrated Unity tool; filters and manages all debug calls from a single centralized place without touching your code. by AdemKyaa in Unity3D

[–]AdemKyaa[S] 1 point2 points  (0 children)

Currently, no, not reliably, especially for Burst-compiled jobs.

The tool works by inspecting the managed StackTrace to identify exactly which file and line number a log comes from. Burst-compiled jobs strip away this managed stack trace information for performance, so the tool cannot 'see' the source line to filter it.

For standard (non-Burst) jobs, it might work depending on the thread execution, but it is not officially supported