2D Animation Pipeline
Unity 6 Animator + AnimationClip pipeline for 2D sprite projects convert Aseprite tags to…
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Browse the full catalog → Browse ready-made kits → Build your own set →Compose Unity 2D physics colliders CompositeCollider2D merge, multiple PolygonCollider2D…
Stops the collider explosion that drags Unity 2D physics to a crawl. It composes scattered box and polygon colliders under a single CompositeCollider2D, separates trigger from solid via a physics layer matrix, and tunes the physics step so a level packed with hundreds of tiles still holds frame rate on low-end mobile.
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Inside the run · no black box
Profiler first, opinions later: 500 tile colliders showing 8-12ms of physics time is the baseline to beat. Merging, layer matrix pruning and per-platform step tuning bring it under 1ms on mobile.
collider-composition · core
core active · 6 lines
Merge hundreds of tile colliders into one composite outline
Separate NPC interaction triggers from solid bodies
Configure a deny-by-default physics layer collision matrix
Stop fast projectiles tunneling through walls
Regenerate composite geometry for dynamic doors
Cut physics step time when the Profiler shows a bottleneck
Drag time forward. Watch what stays.
Forever
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Collapse hundreds of tile colliders into a handful of merged outlines
license: perpetualHold mobile frame rate by tuning the fixed timestep and iteration counts
license: perpetualSkip irrelevant collision pairs so the broad phase does far less work
license: perpetualEliminate the 'character stuck in wall' and ghost-through-wall bugs that tank reviews
license: perpetualsubscriptions expire · deeds don't
Pick a piece up. Watch it work.
Canonical CompositeCollider2D prefab structure and auto-configure Reset() script
6 parts · one working system · ships instantly by email
For Unity 2D/2.5D game developers whose tilemap-heavy scenes are choking on collider count and physics step time, especially when targeting low-end mobile.
then this was forged for you.Universal by design: these run in any AI. Delivered in the open Agent Skills + MCP format (native in Claude); ChatGPT, Gemini, Cursor and Copilot adapt the same files their own way.
It is aimed squarely at tilemap-heavy 2D and 2.5D scenes, merging the scattered tile colliders into one CompositeCollider2D outline. That is exactly the case where collider count drags the physics step down.
The composite keeps the same solid outline, so what blocks the player still blocks the player. Triggers are split onto their own physics layers, so an NPC interaction zone stays separate from a solid wall rather than getting merged into it.
No, it targets collider count and physics step time specifically. If your drop comes from draw calls, scripts or garbage collection, the gain here will be small and the fix belongs in that system instead.
By email right after purchase: ready to run, downloaded instantly, no setup wait.
A one-time purchase; no subscription or hidden fees. VAT (20%) is included.
As a digital product, it can’t be refunded once downloaded. That’s why we show exactly what’s inside and who it’s for, right here.