DCC production guide

Collision Primitives and Complexity Setup Guide

Direct answer: Choose collision shape by gameplay behavior, not by visual resemblance. Box, sphere, and capsule colliders are fast and predictable. Convex hulls fit irregular props better while staying simpler than triangle mesh collision. Complex collision should be reserved for static or query-only cases where the project explicitly accepts the cost and limitations.

Box CollisionSphere CollisionCapsuleConvex HullSimple CollisionComplex CollisionCollision Complexity盒碰撞球碰撞胶囊体

Primitive selection

Use box collision for crates, walls, floors, doors, and rectangular blockers. Use sphere collision for radial pickup zones, rolling balls, or simple proximity triggers. Use capsule collision for characters, posts, pipes, and objects that slide smoothly along surfaces. Use convex hulls for rocks, debris, and props that need an approximate silhouette but not per-triangle contact.

Simple versus complex

Simple collision uses authored primitives or low-poly proxy meshes. Complex collision uses the render triangles or a detailed mesh. Complex can improve trace accuracy for static geometry, but it may be expensive, unsupported for dynamic physics, or poor for navigation. Treat collision complexity as a gameplay setting, not a visual quality knob.

Setup workflow

Author collision on a separate layer or naming convention, align pivots and scale, keep transforms applied, then import into the engine and display collision overlays. Walk a player capsule around the object, fire raycasts if targeting matters, and test physics impulses if the object moves.

Failure modes

Snagging usually means the collider has decorative bevels or concave notches that should be simplified. Missed clicks can mean the trace channel uses a different collision preset. Floating objects can mean the collision proxy does not match the visual contact point. Navmesh holes often come from collision that is too large or too complex.

Worked example

For a sci-fi doorway, use several boxes for the frame and floor threshold rather than complex collision on every bevel. The player capsule should pass cleanly through the opening, bullets should hit the visible frame, and navmesh should fill the walkable center. Decorative cables can be ignored by player collision and handled by visibility traces only if needed.

Multilingual production terms

Use this collision primitives complexity setup guide terminology table when writing review comments, export notes, or handoff instructions across Chinese, English, and Japanese teams.

中文English日本語Workflow usage note
盒碰撞Box CollisionボックスコリジョンUse these terms when choosing gameplay collision shapes, presets, and trace or physics behavior.
胶囊体CapsuleカプセルUse these terms when choosing gameplay collision shapes, presets, and trace or physics behavior.
碰撞复杂度Collision Complexityコリジョン複雑度Use these terms when choosing gameplay collision shapes, presets, and trace or physics behavior.
复杂碰撞Complex Collision複雑コリジョンUse these terms when choosing gameplay collision shapes, presets, and trace or physics behavior.
凸包Convex Hull凸包Use these terms when choosing gameplay collision shapes, presets, and trace or physics behavior.
简单碰撞Simple CollisionシンプルコリジョンUse these terms when choosing gameplay collision shapes, presets, and trace or physics behavior.
球碰撞Sphere CollisionスフィアコリジョンUse these terms when choosing gameplay collision shapes, presets, and trace or physics behavior.

Term notes

Related multilingual terms on this page are technical anchors, not one-to-one translations: Box Collision / Sphere Collision / Capsule / Convex Hull / Simple Collision / Complex Collision / Collision Complexity / 盒碰撞 / 球碰撞 / 胶囊体. Keep local-language notes beside the English production term when writing DCC tasks.

Related pages and next step

Open SEELE AI workspace

FAQ

When is capsule collision better than box collision?

Capsules slide smoothly and avoid corner snagging, making them useful for characters, posts, pipes, and rounded blockers.

Is complex collision more accurate?

It can be visually accurate for traces, but it may be costly or unsuitable for dynamic physics and navigation.

What is a convex hull collider?

It is a simplified convex volume that approximates an irregular prop without using every render triangle.

What should I test in engine?

Test player movement, raycasts, physics response, navmesh, and collision channel presets with overlay enabled.