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AzraeL0534-AtlyssPlayerCollision-1.0.1 icon

AtlyssPlayerCollision

Adds local-client player collision, head platforms, stick mode, whitelist, performance options, presets, and EasySettings controls for ATLYSS.

Date uploaded 3 weeks ago
Version 1.0.1
Download link AzraeL0534-AtlyssPlayerCollision-1.0.1.zip
Downloads 44
Dependency string AzraeL0534-AtlyssPlayerCollision-1.0.1

This mod requires the following mods to function

Soggy_Pancake-AtlyssCommandLib-0.0.7 icon
Soggy_Pancake-AtlyssCommandLib

[BETA] A library to easily create chat commands for Atlyss

Preferred version: 0.0.7
Soggy_Pancake-CodeYapper-2.2.2 icon
Soggy_Pancake-CodeYapper

A simple library to abstract away networking

Preferred version: 2.2.2
Nessie-EasySettings-1.3.0 icon
Nessie-EasySettings

A mod API for easily adding options to the settings menu.

Preferred version: 1.3.0
BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

A little bit about me and this project/Disclaimer

I have been coding and learning how to code since the start of 2026, so I am still new and learning as I go. Please do not assume every part of this project was made by someone with years of experience.

AI assistance has also been used while working on this project for things like organization, planning, debugging, understanding/fixing errors. Unless clarified the rest is not AI. Apologies in advance for any misunderstanding or lack of clarification.

ATLYSS Player Collision

ATLYSS Player Collision adds local-client collision boxes to other players so you can bump into them, stand on their head platform, use stick/anchor mode while riding, and tune the box sizes through EasySettings.

This mod is meant to make player-to-player interaction feel more physical and playful. It does not add server-authoritative physics and it does not send custom collision packets.


ATLYSS Player Collision requires:

  • BepInExPack
  • EasySettings
  • AtlyssCommandLib

Quick Commands

/stick toggles stick/anchor mode so you can stay attached to the player you are standing on. Use /stick on, /stick off, or /stick status if you want a specific action.

/remove lists players detected on your head box. Use /remove <player name> or /collider remove <player name> to remove one detected rider locally.

/collider whitelist on enables whitelist mode. Use /boxallow <player name> to allow a remote player, /boxdeny <player name> to remove them, and /boxlist to show saved Steam64 IDs. You do not need to add your own Steam64 ID.

Short whitelist commands: /boxwhitelist, /boxwl, /cwl, /wl.

Advanced info, full commands, and troubleshooting

What This Mod Does

  • Adds green body collision boxes around remote players.
  • Adds yellow head/platform boxes above remote players so others can stand on them.
  • Dynamically sizes boxes based on player race, visible model, scale, and pose when possible.
  • Supports very large players and old configs with Max size cap migrated back to uncapped defaults.
  • Automatically disables collision boxes for extremely tiny players at or below the configured tiny-player threshold.
  • Adds stick/anchor mode so a rider can stay attached to another player's head platform.
  • Supports optional rider rotation with the carrier.
  • Suppresses the rider's green body collider while they are detected on your head platform, while keeping their yellow platform available.
  • Keeps the carrier's green body collider active.
  • Adds whitelist controls for players who want only selected Steam64 IDs to have colliders.
  • Adds performance controls to hide boxes by distance and limit active boxes to the nearest eligible players.
  • Adds three box-size preset slots for quick tuning.
  • Adds EasySettings controls for sizing, debug wires, whitelist, stick behavior, performance, and safety settings.

Multiplayer / Netcode Notes

This mod is local-client only.

Each player needs the mod installed for their own collision experience. If you install the mod, you can collide with the boxes that your client creates around other players. Another player without the mod will not automatically experience your local collision.

The mod uses the normal networked ATLYSS Player objects that already exist. It does not add server-authoritative collision physics. Because of that, exact behavior may differ between clients, especially in crowded sessions, during lag, or while players are using custom scale/race mods.

Whitelist mode is also local-client only. Your whitelist controls which remote players get active boxes on your client. It cannot force another unmodded or differently configured client to obey your whitelist.


EasySettings

ATLYSS Player Collision adds a Player Collider tab through EasySettings.

Settings are backed by the normal BepInEx config file, so they can also be edited manually after first launch.

Basic settings include:

  • Mod enabled
  • Local collision
  • Debug wires
  • Stick to carrier
  • Rotate with carrier
  • Whitelist mode
  • Push strength
  • Max push
  • Limit boxes by distance
  • Box render distance
  • Reduce rendered boxes
  • Max rendered boxes

Advanced fit settings are lower in the tab:

  • Solid body
  • Head platform
  • Break distance
  • Spawn grace
  • Body/head gap
  • Platform thickness
  • Head top estimate
  • Platform clearance
  • Body width
  • Body depth
  • Body height
  • Head width
  • Head depth
  • Head height
  • Base width
  • Base depth
  • Base height
  • Width mult
  • Depth mult
  • Height mult
  • Width padding
  • Height padding
  • Min size
  • Max size cap

Most numeric tuning sliders support wide positive and negative ranges. Unsafe values are clamped internally so a bad setting should not create invalid collider sizes.

For giant players, keep Max size cap at 0 unless you intentionally want to cap collider size.


Performance

  • Limit boxes by distance hides boxes and debug wires for remote players farther than Box render distance.
  • Box render distance controls the horizontal range used by distance limiting.
  • Reduce rendered boxes keeps only the nearest eligible remote players active.
  • Max rendered boxes controls the nearest-player cap when reduction is enabled.

Hidden players from these performance options do not keep active body/platform colliders or debug wires, and pose measuring is skipped until they become eligible again.


Commands

Main commands:

Command Description
/collider on Enable local collision and recover the mod if either main toggle was off
/collider off Disable local collision
/collider toggle Toggle local collision
/collider debug Toggle debug wireframes
/collider status Show local collider diagnostics
/collider status all Show diagnostics for all tracked players
/collider reset Reset box tuning settings
/collider panic Emergency disable and reset grace period
/collider help Show command help

Aliases:

  • /col
  • /collision
  • /pcollision

Stick / Anchor Commands

Stick mode tries to keep you attached to the player you are standing on.

Command Description
/stick Toggle stick/anchor mode
/stick on Enable stick/anchor mode
/stick off Disable stick/anchor mode
/stick status Show stick status
/anchor on Enable stick/anchor mode
/anchor off Disable stick/anchor mode
/anchor status Show anchor status
/ca on Short alias for anchor on
/ca off Short alias for anchor off
/ca status Short alias for anchor status

Rotation commands:

Command Description
/stick rotate on Rotate rider with carrier turns
/stick rotate off Stop rotating rider with carrier turns
/anchor rotate on Rotate rider with carrier turns
/anchor rotate off Stop rotating rider with carrier turns
/anchor rotate status Show rotation setting

Stick/anchor behavior is best-effort. ATLYSS animations, emotes, sitting, dashing, lag, and custom scale changes can still make riding imperfect.


Head-Box Removal

If someone is detected on your head platform, you can list or remove them locally.

Command Description
/remove List players detected on your head box
/remove <player name> Remove a detected rider from your head box
/collider remove <player name> Same as /remove <player name>

This is local only. It moves the detected rider from your client view and gives a short grace period.


Whitelist

Whitelist mode lets you limit who gets active colliders.

When whitelist is enabled, only remote players whose Steam64 IDs are listed get active body/platform boxes on your client. You do not need to add your own Steam64 ID.

Command Description
/collider whitelist on Enable whitelist mode
/collider whitelist off Disable whitelist mode
/collider whitelist status Show whitelist status
/boxallow <player name or steam64> Add a remote player
/boxdeny <player name or steam64> Remove a remote player
/boxlist List saved Steam64 IDs

Short whitelist aliases:

  • /boxwhitelist
  • /boxwl
  • /cwl
  • /wl

Collider command aliases:

  • /collider allow <player name or steam64>
  • /collider deny <player name or steam64>
  • /collider list

Box Presets

You can save up to three box tuning presets.

Command Description
/save boxpreset 1 Save current box settings to slot 1
/save boxpreset 2 Save current box settings to slot 2
/save boxpreset 3 Save current box settings to slot 3
/load boxpreset 1 Load slot 1
/load boxpreset 2 Load slot 2
/load boxpreset 3 Load slot 3

Extra aliases:

  • /boxsave 1
  • /boxload 1
  • /boxdel 1
  • /boxpresets
  • /collider preset save 1
  • /collider preset load 1
  • /collider preset delete 1
  • /collider preset list

Known Issues / Potential Problems

  • Large custom races and extreme player scale values are best-effort. The mod measures visible renderers and transforms, but some custom models may expose unusual renderer or bone layouts.
  • Sitting, laying, and emotes may not always move ATLYSS bones/renderers the same way they move the visible character.
  • Stick/anchor can still jitter in some pose states or during heavy lag.
  • Collision is not server-authoritative. Each client needs the mod for their own collision behavior.
  • Debug wireframes and frequent pose measuring may cost performance in crowded servers.
  • Accessories, weapons, wings, horns, tails, hair, or custom parts can sometimes affect measurements if they are named in unexpected ways.
  • If an old config has Max size cap set to a deliberate nonzero value, giant players may still be capped until it is set back to 0.

Useful troubleshooting commands:

  • /collider reset
  • /collider debug
  • /collider status
  • /collider status all
  • /collider panic

Manual Install

Install BepInExPack for ATLYSS.

Install the required dependencies:

  • EasySettings
  • AtlyssCommandLib

Place AtlyssPlayerCollision.dll in:

BepInEx/plugins/AtlyssPlayerCollision/


  • Made by AzraeL0534

Special Thanks to:

  • Nessie for EasySettings
  • Soggy_Pancake for AtlyssCommandLib
  • The BepInEx team for BepInExPack

CHANGELOG

Changelog

1.0.3

  • Added clearer Static/Dynamic box mode handling. Only one can be active at a time, and invalid configs are fixed automatically.
  • Improved Static boxes with short Dynamic-style correction bursts for scale changes, sitting, emoting, lowered poses, and occasional refreshes.
  • Added compatible-client pose helper sync through CodeYapper so colliders can better follow sitting/emoting even when ATLYSS visuals do not match on other clients.
  • Renamed Unsafe stick to Emote stick and made it better for sitting/emoting without making it as strict as Old strict stick.
  • Improved Static head placement, chest platform placement, chest sizing, and chest tuning controls.
  • Reinforced race/scale handling and tiny-player safety for body, head, and chest boxes.
  • Added better /collider status all diagnostics for box mode, measurement type, pose state, remote pose state, scale, tiny status, and hide reason.
  • Reduced some runtime overhead to help lower-end systems without changing box placement or stick behavior.
  • Updated README and manifest text to better explain the current feature set.

Notes

  • Collision is still local-client only.
  • Pose helper sync improves collider placement, but it does not force ATLYSS animations to visually match on every client.
  • For better performance, use Static boxes, keep debug wires off, and enable distance/nearest-player limits in crowded areas.

1.0.2

  • Added CodeYapper support for compatible-client /remove requests.
  • Added whitelist policy sync for compatible clients.
  • Added local/remote whitelist diagnostics and remoteWhitelist hide reasons.
  • Split the green body box from the head platform so the body collider can be disabled while the platform stays active.
  • Improved EasySettings organization and renamed the body toggle to Green body box.
  • Kept stick behavior focused on sit/emote-friendly vertical slack.
  • Updated package docs and dependencies for CodeYapper.

1.0.1

  • Fixed /remove rider detection.
  • Fixed whitelist mode so listed players keep boxes and non-listed players are hidden/non-solid locally.
  • Removed the need to add your own Steam64 ID to the whitelist.
  • Fixed /collider on and EasySettings recovery after toggles were disabled.
  • Added distance limits and nearest-player box reduction for performance.
  • Added better hide reasons in /collider status all.
  • Reorganized EasySettings so common controls are easier to find.

1.0.0

  • Initial Thunderstore release.
  • Added local-client player collision boxes for ATLYSS.
  • Added green body colliders and yellow head platforms.
  • Added dynamic sizing for race, scale, large characters, visual model changes, and pose changes where possible.
  • Added stick/anchor mode with optional carrier rotation.
  • Added rider body suppression while standing on your head platform.
  • Added /remove <player name>, whitelist commands, box presets, EasySettings controls, and basic diagnostics.

Known Issues

  • Collision is local-client only and is not server-authoritative.
  • Every player needs the mod for their own collision experience.
  • Stick/anchor riding can still jitter during lag, fast movement, or some pose transitions.
  • Custom races, accessories, and unusual model setups may need manual tuning.
  • Debug wires, Dynamic boxes, baked pose bounds, and crowded sessions can cost performance.