Overview

Build invisible wall colliders by clicking points directly in the Scene View.

Wall Collider Creator is an Editor tool that generates clean BoxCollider GameObjects along the path you draw — ideal for blocking off level boundaries, fencing in playable areas, or adding collision to geometry that has none.

Requirements & Compatibility

  • Unity version: 2021.3 LTS or newer.
  • Render pipelines: Built-in, URP and HDRP are all supported. The tool automatically selects an appropriate transparent shader for the active pipeline to draw its Scene-view previews; it has no effect on the colliders it generates.
  • Platforms: All platforms. The tool uses Unity's default colliders and introduces no new systems.

Installation

Import the package from the Package Manager, under the My Assets section (search online for "import Unity Asset Store package via Package Manager" if you need step-by-step guidance).

Once imported, open the tool from Tools ▸ Harpia Games ▸ Wall Collider Creator ▸ Open tool. No additional setup is required.

Quick Start

  1. Open the tool window (Tools ▸ Harpia Games ▸ Wall Collider Creator ▸ Open tool).
  2. Click Start in the header. The header bar turns green to show the tool is active (it's red while inactive).
  3. Move the mouse over your scene geometry. A green marker shows exactly where the next point will land, with a distance/position label.
  4. Left-click to drop points along the path your wall should follow.
  5. Adjust Wall Height, Wall Thickness and other settings — the transparent preview updates live.
  6. Click Finish. Real BoxCollider objects are created under a parent GameObject (default name "Wall Colliders"), and the tool resets.
Undo-friendly
The whole flow is undoable with Ctrl+Z / Ctrl+Y.

Scene View Controls

While the tool is Active

  • A green marker previews where your next click will land.
  • If the cursor is over empty space (or geometry the raycast can't reach), an amber "No Raycast — Check your settings" alert appears by the cursor, warning that a click there won't place a point.
  • Left-click in the Scene View adds a point.
  • Click + drag is ignored, so normal scene navigation (orbit, pan) keeps working.
  • Normal object selection in the Scene is temporarily blocked so clicks aren't consumed by other objects.
  • ESC stops the tool.

At any time (whether Active or not)

  • Drag any colored sphere handle to move that point. Dragged points snap back onto surfaces that match the Raycast Layers mask.
  • Right-click a sphere handle to delete that point.
  • Click an orange "+" dot at any segment midpoint to insert a new point there, splitting that segment in two for fine-tuning.

Keyboard

KeyAction
ESCStop the tool (while active).
Ctrl+Z / Ctrl+YUndo / redo any add, move, insert or delete. The preview re-syncs automatically.
FLaunch a test sphere from the Scene camera (while the tool is active). See Testing Your Colliders.
RClear all spawned test spheres.

Window Layout & Tabs

Header. The tool name sits on the left and the Start / Stop button on the right. The header background is green while the tool is active and red while inactive, giving an at-a-glance state indicator.

Tabs. Below the header, the window is split into three tabs:

  • Tool — the main controls: Collider Creation settings, the collider Layer and Physics Material, the action buttons, and the Testing options.
  • Settings — less-frequent options: Raycast Settings, Preview Settings, and naming (Wall Instance Name, Parent Name).
  • Shortcuts — a quick reference of every mouse and keyboard shortcut, including the testing keys.

The More Assets section and the Documentation button stay pinned at the bottom on every tab.

Action row (Tool tab):

ButtonAction
Clear AllRemoves all points and previews without creating colliders.
Undo Last PointRemoves the most recently placed point.
FinishConverts the current path into real colliders. Requires at least 2 points.

Each button shows a tooltip on hover describing what it does.

Exit confirmation

If you press Stop or ESC while an unfinished collider is on screen (2+ points placed), a dialog asks what to do:

  • Create and Apply Colliders — builds the colliders, then stops the tool.
  • Exit and Discard — drops the in-progress points and stops (undoable with Ctrl+Z).

A single stray point is discarded automatically without a prompt, since it can't form a collider.

Settings Reference

Settings are grouped by tab. The Tool tab holds Collider Creation; the Settings tab holds Raycast, Preview and naming options.

Collider Creation (Tool tab)

SettingDescriptionDefault
Wall HeightVertical size (Y) of the generated colliders.3
Wall ThicknessThickness of the generated colliders.0.1
Vertical Offset YExtra Y offset applied to collider position. Positive = upward.0
Horizontal OffsetLength added to both ends of every segment. Positive overlaps segments to close corner gaps; negative leaves a gap.0
Close LoopWith 3+ points, adds a final segment from the last point back to the first, forming a closed shape.Off
Add Capsule Colliders on PointsAdds a vertical CapsuleCollider at every point on Finish. Helps stop characters clipping through corner seams.Off
Capsule RadiusRadius of each junction capsule (shown when capsules are enabled). Set it at least as wide as the wall thickness.1
Collider LayerLayer assigned to each generated collider GameObject.Default (0)
Physics MaterialOptional physics material assigned to every generated collider (walls and capsule caps). Leave empty to use Unity's default.None

Raycast Settings (Settings tab)

SettingDescriptionDefault
Raycast LayersWhich layers the click raycast can hit. Points only land on geometry in these layers.Everything
Max Raycast DistanceToggle. When on, caps the click/placement raycast at the distance below (avoids snapping points onto far-away geometry); when off, the ray reaches infinitely far.Off
DistanceMaximum raycast length in world units, shown when Max Raycast Distance is on. Minimum 1.200

Preview Settings (Settings tab)

SettingDescriptionDefault
Preview ColorTint of the transparent preview shapes. No effect on generated colliders.Green, 45% alpha
Draw Boxes EdgesDraws the wireframe outline of every preview box in the Scene View, making segment extents and overlaps easy to read.Off
Show Scene View GUIShows the on-screen overlays drawn in the Scene View (test status, hover hints, no-raycast warning, cursor label). Turn off to hide them; the point handles and preview boxes are unaffected.On
Cursor LabelWhat to show beside the cursor marker: None, Distance, Position, or Distance + Position.Distance

Naming (Settings tab)

SettingDescriptionDefault
Wall Instance NameBase name for each generated collider GameObject; a two-digit index is appended (e.g. WallCollider_00). Defaults to WallCollider if left blank."WallCollider"
Parent NameName of the parent GameObject created in the scene. Reused if it already exists."Wall Colliders"

Settings are remembered between sessions (stored in PlayerPrefs) and restored the next time you open the tool.

Testing Your Colliders

The Test Colliders section (Tool tab) lets you fire physics spheres at your wall before committing it, so you can confirm nothing slips through. Testing runs automatically while the tool is active — there is no separate start button.

Under the hood, the tool builds temporary, hidden colliders that match your current point chain (they are flagged so they are never saved into the scene), then runs Unity's editor physics simulation. So that the test never disturbs your level, every other Rigidbody in the scene is frozen for the duration — only the test spheres move. When you stop the tool, close the window, or enter Play Mode, all spheres and temporary colliders are removed and the scene's physics state is fully restored.

How to test

  • Start the tool and place at least two points.
  • Hover the Scene View and press F to launch a sphere from the camera, along the view direction, with the configured force.
  • Press R (or the Clear Spheres button) to remove all spawned spheres.

Each sphere is given a random, vivid color and a random radius within the range you set, so overlapping spheres stay easy to tell apart. Spawning is rate-limited to one sphere every 0.2 seconds, so holding F won't flood the scene.

Layer collision check
If the Sphere Layer and the Collider Layer are set to ignore each other in the project's Physics collision matrix, a warning appears under the Sphere Layer field — the spheres would pass straight through the walls. Adjust either layer, or the matrix in Project Settings ▸ Physics.

Testing options

SettingDescriptionDefault
Launch ForceImpulse applied to each spawned sphere, along the Scene camera's forward direction.12
Sphere RadiusMin–max slider (0.001–10). Each spawned sphere gets a random radius within this range. The current range is shown beside the slider.0.25 – 0.75
Sphere MassRigidbody mass of each spawned sphere.1
Sphere LayerLayer assigned to each spawned sphere. Checked against the Collider Layer (see warning above).Default (0)
Sphere Physics MaterialOptional physics material assigned to each sphere's collider (e.g. for bounciness or friction).None
InterpolationRigidbody interpolation mode for spheres (None, Interpolate, Extrapolate).Interpolate
Collision DetectionRigidbody collision detection mode (Discrete, Continuous, Continuous Dynamic, Continuous Speculative). Continuous modes help fast spheres avoid tunneling through thin walls.Continuous Dynamic
Max SpheresMaximum live spheres. The oldest is recycled past this limit to keep the simulation fast.150
Use GravityWhen on, spawned spheres fall under gravity. Turn off to fire them in a straight line.On

What Gets Generated

On Finish, the tool creates:

  • One BoxCollider GameObject per segment, named <Wall Collider Instance Name>_00, _01, … (default WallCollider_00, WallCollider_01, …). Each is positioned and rotated to span its segment, with scale left at (1,1,1) and the size baked into the collider to avoid non-uniform scaling issues.
  • Optionally, one CapsuleCollider per point (named WallCap_00, …) when Add Capsule Colliders on Points is enabled.

All generated objects are parented under the GameObject named by Parent Name. The whole operation is a single undo step.

Tips

  • Enable a small positive Horizontal Offset (e.g. half your wall thickness) to overlap segments and eliminate tiny gaps at corners.
  • For enclosed areas (rooms, arenas), turn on Close Loop so the path seals itself automatically.
  • If fast-moving characters clip through corners, enable Add Capsule Colliders on Points with a radius matching your wall thickness.
  • Use a dedicated Collider Layer (e.g. a "Walls" layer) to keep generated colliders easy to filter in physics queries.

Troubleshooting

Points won't place / clicks do nothing. The click raycast only hits colliders on the Raycast Layers mask. Make sure your target surface has a collider and its layer is included in the mask.

"No Raycast — Check your settings" keeps showing. The cursor isn't hitting any valid geometry. Common causes: the surface's layer isn't in Raycast Layers, Max Raycast Distance is set too short to reach the surface, or you're simply pointing at empty space. Widen the mask, raise the distance, or aim at geometry that has a collider.

Preview shapes look opaque or wrongly colored. The preview uses a transparent material chosen for your active render pipeline. If you switched pipelines mid-session, close and reopen the tool window so the material is rebuilt.

Generated colliders are offset vertically. Check Vertical Offset Y. The colliders are centered at half the wall height above the clicked ground point, plus this offset.

Support

📧 Email Support — for detailed queries, bug reports or technical issues, reach out at harpiagamesstudio@gmail.com. We aim to reply within 48 hours.

💬 Discord Community — join the Harpia Games Community for real-time support, tips and updates. Ask questions, share your projects and stay updated on new features.

More tools from Harpia Games

Check out our other tools and assets on the Unity Asset Store.