Jaconir
Game Dev Tools

Polygon Collider Simplifier

Drag and drop your sprite. We'll trace the outline and give you an optimized collision polygon for Godot or Unity, reducing vertex count by up to 90%.

Upload Sprite
0 Points

Higher values remove more points, making the shape simpler but less accurate. Updates live as you drag.


Collider Preview

Polygon
Vertices

No Image Selected

Upload a sprite to visualize its simplified collision mesh.

Collision analysis

Validate and export the optimized collider before you ship it

No optimized collider yet

Upload a sprite and drag tolerance in the workspace — the report appears here.

Professional tips

Only what changes the collider you ship

Tolerance

Raise tolerance until the overlay barely drifts from the silhouette, then step back once. That is usually the best physics / fidelity trade-off.

Convex vs Concave

Convex shapes are cheapest. Prefer a convex-looking outline for movers; keep concave detail only where gameplay needs it (ledges, notches).

Performance

Physics cost scales with edge count. Landing at 8–24 vertices for actors is a strong target; terrain can run higher if instances are few.

Avoid Over-Simplification

If Coverage / shape fidelity collapses (missing limbs, flat walls that should block), lower tolerance. A tiny vertex win is not worth broken gameplay collision.

Professional workflow

Where Collider Simplifier sits in a real 2D production pipeline

Comes in from

Auto Hitbox Generator

Hands you a traced collision polygon fitted to your sprite silhouette.

This step · Collision & Physics

Polygon Collider Simplifier

Produces an optimized low-vertex collider ready for the physics step.

Goes out to

Retro SFX Generator

Needs an optimized low-vertex collider ready for the physics step.

More free browser-based game development tools

Game Dev Lab

Frequently asked questions

How do I use this in Godot?

Copy the PackedVector2Array / .tscn from Export Center into a CollisionPolygon2D, or paste the pool array into a resource. Match your sprite offset to the image origin.

What does tolerance do?

It is the Ramer–Douglas–Peucker epsilon in pixels. Higher values drop more vertices and animate live in the workspace as you drag the slider.

Is the simplified polygon physics-safe?

Check Validation in the report — closed ring, no self-intersections, and Physics Safe should pass before you ship. Godot Compatible / Unity Compatible flag engine readiness.

Will over-simplifying break gameplay?

Yes if the hull drifts off critical silhouettes. Use the Before / After slider and stop when the shape still blocks where players expect.

Is my sprite uploaded?

No. Tracing and simplification run entirely in your browser.