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 workspaceFAQ
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.