Easy Collider Editor

About Easy Collider Editor – Unity Editor Tool & Plugin

Easy Collider Editor Unity Asset Overview

In game development, manually tweaking BoxCollider, CapsuleCollider, and SphereCollider offset values in the Inspector is easily one of the most tedious tasks. If you have worked on custom hitboxes for characters, environmental props, or VR interactables, you know how painful standard axis-aligned bounding boxes (AABB) can be when your target mesh sits at an arbitrary angle.

Easy Collider Editor addresses this problem by giving developers a dedicated vertex-selection workflow right inside the Unity Scene View. Rather than relying on primitive approximation guessing games or sending assets back to Blender to generate collision primitives, this tool samples active mesh vertices and calculates tightly aligned primitives or shrink-wrapped convex shapes instantly.

Under the hood, the asset operates purely as an Editor extension. It reads raw mesh data from MeshFilter or SkinnedMeshRenderer components, converts selected local vertex arrays through principal component analysis or bounding algorithms, and applies the calculated transforms directly to standard Unity physics components. Because it relies completely on standard UnityEngine.Collider variants, there is zero custom script overhead baked into your final runtime builds.

Core Technical Features & Highlights

Honestly, what sets this tool apart from standard custom Inspector scripts is its raycast-based vertex picking algorithm and its approach to rotated geometry. Here are the key technical mechanics that matter during production:

Ideal Use Cases & Game Genres

In my experience, this asset shines anywhere physics precision directly affects gameplay feel without wanting to pay the high CPU performance cost of complex mesh colliders:

Indie RPGs & Action Hitboxes

Creating accurate skeletal hitboxes for headshots, torso strikes, or localized limb damage on characters usually takes hours of manual bone snapping. Selecting vertices on character arms or legs to automatically spawn rotated capsules tied to child bones reduces setup times to minutes.

VR Interaction & Grab Physics

Virtual reality titles rely heavily on trigger zones and tight physics handles. Generating tilted box colliders aligned with handle angles on interactive props (like levers, weapons, and door knobs) keeps hand placement feeling natural.

Mobile Racing & Vehicle Physics

Mobile GPU/CPU constraints demand primitive physics objects over complex mesh colliders. Easy Collider Editor allows you to approximate detailed vehicle bodies using a combination of rotated boxes and compound capsules without sacrificing performance.

Quick-Start Unity Setup & Integration Guide

Setting up the editor in your project is quick and requires virtually no project re-configuration regardless of whether you are running URP, HDRP, or Built-in Render Pipelines.

Step 1: Opening the Editor Window

After importing the package, launch the control dock via Tools > Easy Collider Editor. Dock this panel near your Scene View for easier access during asset workflows.

Step 2: Selecting Vertices and Generating Primitives

  1. Select your target GameObject in the Hierarchy.
  2. Enable vertex selection mode in the Easy Collider Editor window.
  3. Hold the designated pick key (default is Shift) and click or box-select the vertices on the mesh that outline the region you want to enclose.
  4. Choose your desired target collider type: Rotated Box, Sphere, Capsule, or Convex Mesh.
  5. Click Create Collider. The window immediately calculates the bounds and attaches the custom-fit component to the target object.

Custom Scripting: Automating Dynamic Batch Colliders

If you are writing custom editor utilities or runtime setup scripts that need to manipulate colliders generated through similar bounds calculation logic, you can interface with standard physics bounds through code like this:

using UnityEngine;

public class CustomHitboxUtility : MonoBehaviour
{
    // Utility function to fit a BoxCollider over a specific set of transformed points
    public static void FitBoxColliderToPoints(GameObject targetObject, Vector3[] localPoints)
    {
        if (localPoints == null || localPoints.Length == 0) return;

        Bounds bounds = new Bounds(localPoints[0], Vector3.zero);
        for (int i = 1; i < localPoints.Length; i++)
        {
            bounds.Encapsulate(localPoints[i]);
        }

        BoxCollider col = targetObject.GetComponent();
        if (col == null)
        {
            col = targetObject.AddComponent();
        }

        col.center = bounds.center;
        col.size = bounds.size;

        Debug.Log($"[HitboxUtility] Successfully generated BoxCollider for {targetObject.name}");
    }
}

Pros & Cons Assessment

Asset Details & Specifications

CategoryTools / Physics
Latest Versionv6.20.2 (3 tracked releases)
File Size5.75 MB
Added to PlatformMarch 9, 2026
Views6 views
Downloads3 downloads
Favourites0 favourites
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