Validation Checks (BETA)
Validate Colliders scans the scene (or just the current selection) for common collider problems and reports them in a single popup, grouped by object. It's meant as a pre-export sanity check, not a replacement for looking at your colliders — some checks are heuristic and can produce false positives on unusual geometry.
Running It
Open the Collider Panel in the N-panel and click Validate Colliders (BETA) near the bottom (Operators section). It isn't in the Pie Menu, to keep that menu focused on creation/cleanup rather than diagnostics.
A popup shows:
- A Whole Scene / Selected Objects toggle — switching it re-runs the scan.
- The number of issues found.
- A filterable, scrollable list of results, grouped under the object they concern. Each row can be filtered by severity (Error/Warning) or searched by text, and has a button to select and frame that object in the viewport.
- A Copy Report to Clipboard button, useful for sharing results or pasting them into a bug report.
Results are stored per Blender session and are cleared automatically when you load a different file — they don't persist inside the .blend itself, so re-run the check after making changes.
What Gets Checked
Every check below can be individually toggled in Preferences → Simple Collider → Validation. Checks that compare volumes (marked heuristic below) are off by default, since unusual or low-poly geometry can trigger false positives — turn them on once you've confirmed they behave well on your assets.
| Check | Severity | Flags |
|---|---|---|
| Missing Collider | Warning | A render mesh with no child object marked as a collider |
| Triangle Count | Warning | A mesh/convex collider whose evaluated triangle count exceeds the configured limit |
| Collider Too Small | Warning | A collider whose authored bounding box is smaller than the configured minimum dimension |
| Bounding Box Mismatch | Warning | A render mesh whose colliders, combined, don't cover its own bounding box within tolerance |
| Too Many Colliders | Warning | A render mesh with more collider children than the configured limit |
| Naming Convention | Warning | A collider whose name doesn't match the naming convention implied by its shape |
| Non-Manifold Geometry | Error | A collider with edges not shared by exactly two faces |
| Flipped Normals | Error | A collider whose overall face winding is inverted (inside-out mesh) |
| Missing Physics Material | Warning | A collider with no material tagged as a physics material |
| Parent Hierarchy | Warning | A collider that isn't parented to a plausible render mesh (missing parent, parented to another collider, or parented to an unsupported object type) |
| Parent Inverse Matrix | Warning | A collider whose parent-inverse matrix hasn't been reset — some exporters (FBX, glTF) don't preserve it, which can shift the collider on export/re-import. Run Fix Parent Inverse Matrix to clear it |
| Convex Shape Mismatch (heuristic, off by default) | Warning | A collider marked as convex whose geometry is not actually convex |
| Box Shape Mismatch (heuristic, off by default) | Warning | A collider marked as a box whose geometry is not actually box-shaped |
| Mesh Could Use a Primitive (heuristic, off by default) | Warning | A mesh collider whose geometry is already convex (or even box-shaped), where a simpler primitive would be cheaper |
| Collision Shape Mismatch (heuristic, off by default) | Warning | A collider whose assigned shape (box/sphere/convex) doesn't suit the shape of its render mesh, e.g. a box collider on a ball-like mesh |
An internal error on any single object (e.g. malformed custom properties) is reported as its own "Error" result for that object rather than aborting the whole scan — the rest of the scene is still checked.
Tuning Thresholds
Alongside the check toggles, preferences expose the numeric thresholds several checks use:
| Setting | Used By | Default |
|---|---|---|
| Max Triangle Count | Triangle Count | 255 |
| Min Dimension | Collider Too Small | 0.01 |
| Bounding Box Tolerance | Bounding Box Mismatch (fraction of the render mesh's bounding-box diagonal) | 0.25 |
| Max Collider Count | Too Many Colliders | 8 |
| Shape Tolerance | Convex/Box Shape Mismatch, Mesh Could Use a Primitive, Collision Shape Mismatch (fraction of the larger volume compared) | 0.02 |
| Sphere Fit Tolerance | Collision Shape Mismatch's sphere test only — looser than Shape Tolerance since a low-poly but intentionally round mesh sits measurably under its ideal enclosing sphere's volume | 0.05 |
Known Limitations
Validation Checks ships as BETA — checks, defaults, and behavior may still change. If a check produces unexpected results on your assets, please report it so it can be tuned before the BETA label is removed.