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.