Skip to main content
Viewing and Editing

Collision Surfaces (COLL)

Generate a collision surface so walk mode stops at walls and floors, pick the right model units, and see why a file was skipped or failed.

Written By Nira.app

Last updated About 17 hours ago

⚠️ Preview feature: Collision surfaces are a preview feature. They may change or be removed in a future release. Feedback is welcome through support.

A collision surface stops the camera from passing through walls and floors in walk mode. Assets that have one show a COLL badge.

Collision surfaces are available on the Professional, Growth and Enterprise plans.

Asset list with COLL badges on two assets
COLL badge tooltip

ℹ️ Note: Since August 27, 2026, Nira generates collision surfaces automatically when you upload 3D files on a Professional, Growth or Enterprise plan. Assets uploaded before that date have no collision surface until you create one with Generate Collision Surface (COLL)....

You can also use Generate Collision Surface (COLL)... to recreate a collision surface whose model units were wrong.

Prerequisites

  • A Professional, Growth or Enterprise plan. On other plans the menu item offers an upgrade instead.

  • You are an organization admin, a team member, the asset's creator, or a contributor with access to the asset. Viewers and guests do not see the menu item.

  • The asset contains at least one 3D file. Camera trajectories, design overlays such as DXF drawings, and volumetric video are not processed.

Generating a collision surface

  1. Open the asset.

  2. Open the actions menu and choose Generate Collision Surface (COLL)...

Asset actions menu with Generate Collision Surface (COLL)
  1. Check how many 3D files the dialog will process. If there are none, it says there is nothing to generate.

  2. Choose the model units (see the next section).

  3. Click Generate.

Nira opens the Jobs page on the Collision Surfaces tab. Generation takes a few minutes, longer for large assets, and replaces any existing collision surface.

Collision Surfaces tab with a job processing

Choosing the model units

The collision surface is built at real-world scale, so the unit must match the model. A model in millimeters read as meters comes out 1,000 times too large.

Generate Collision Surface dialog asking for the model units

Pick a value under Model units: Meters, Centimeters, Millimeters, Feet, Inches, US survey feet, or Not sure (assume meters). Generate stays disabled until you pick one.

Model units options

For a georeferenced asset, the unit is shown read-only: "Unit comes from this asset's coordinate system (EPSG:xxxx) and cannot be changed here."

Generate dialog for a georeferenced asset with the unit shown read-only

ℹ️ Note: With Not sure (assume meters), a model that is too large to be in meters is skipped instead of guessed. Generate again and pick the unit.

Checking the result

Jobs page

Uploads and Collision Surfaces tabs on the Jobs page

Each row on the Collision Surfaces tab of the Jobs page shows:

  • The asset name, with an arrow button that opens the asset

  • A Files: N link that opens the file list

  • Who requested it, when it was updated, and its status. An Error status has an i button that opens the file list.

Collision Surfaces tab with finished jobs

Email

When the job finishes, the person who started it gets an email titled "<asset> collision surface generated", "unchanged" or "generation failed", with links to the asset and the Jobs page. It is sent only if upload notification emails are on in your notification preferences.

File list

The Collision Surfaces dialog lists each 3D file in the asset.

Collision Surfaces file list for an asset
  • The first line counts files by status, for example "18 generated, 3 unchanged, 2 skipped, 1 failed".

  • The second line shows the Voxel size (or Voxel sizes when files differ), the Total size of the collision data, and how long the job Took.

  • Failed files are listed first, then skipped, generated and unchanged. Use the search box and status filter to find a file.

Summary of a collision surface job

Status

Meaning

Generated

A new collision surface was built.

Unchanged

The file already had an up-to-date collision surface, so it was kept as is.

Skipped

The file was not suitable, so no collision surface was built.

Failed

Nira tried to build a collision surface and could not.

Hover the i next to a status to see the reason.

Reduced detail explanation next to a voxel size

Voxel size is the size of the cubes the collision surface is built from. The standard size is 0.05 (in meters when the unit is known). An i next to a voxel size means larger voxels, and less detail, were used because the model is very large.

Large jobs list up to 200 failed and 200 skipped files by name, then a row such as "and N more skipped files not listed".

Why a file was skipped or failed

Reason

Meaning

What to do

Unknown units (skipped)

Units unknown, and the model is too large to assume meters.

Generate again and pick the unit.

Too small (skipped)

Under 2 meters across.

Generate again with the correct unit.

Too large (skipped)

Too large and detailed to make walkable.

Check that the unit is correct. If it is, contact support.

Too thin (skipped)

One side is over 10,000 times longer than the others.

Check the file for stray geometry far from the model.

Lat/long (skipped)

Coordinates look like latitude/longitude.

Re-export with coordinates in meters or feet.

Invalid size (skipped or failed)

The model's size or position could not be read.

Check the file opens in your 3D software, then upload it again.

Video (skipped)

Volumetric video is not supported.

None.

Not enabled (skipped)

Collision surfaces are not enabled for your organization.

Ask an admin about upgrading your plan.

Tool missing (skipped)

The collision tool is unavailable on the server.

Contact support.

Download failed (failed)

The 3D data could not be downloaded.

Generate again.

Lines only (failed)

The model contains only lines, no surfaces.

None.

Timed out (failed)

Took over 30 minutes.

Contact support.

Error (failed)

The file could not be processed.

Generate again. Contact support if it keeps happening.

Using a collision surface

Collision works while you walk with the Teleport tool. It does not apply in FlyCam.

  1. Open the asset and select Teleport in the navigation toolbar (shortcut 6).

  2. Click a spot on the floor. The camera moves there at eye height.

  3. Press W, A, S or D to start walking, and move the mouse to look around. Press Esc to stop walking.

While walking:

  • Walls stop you. You slide along them instead of passing through.

  • You stay on the floor and step up stairs and small ledges automatically.

  • Space or the scroll wheel jumps. C crouches.

  • Hold Shift to turn collision off (Ghost Mode) while you move, for example to pass a closed door.

  • If you walk off the model where there is no floor below, collision turns off and you can fly back.

When collision first applies, the viewer shows "This asset has an experimental collision model enabled, which may be removed in the future." If you keep pushing against a wall, it suggests holding Shift for Ghost Mode.

On phones and tablets, use the on-screen WALK and LOOK sticks. JUMP jumps and GHOST turns collision off.

Collision applies only inside the asset's footprint, and only for visible assets that have a collision surface (the COLL badge). Walking is not available in the orthographic views.

Tips

  • Open the asset again after the job finishes. The new collision surface is used the next time the asset is opened.

  • Only one generation per asset runs at a time. If you click Generate while one is running, the dialog tells you it is already running.

  • If a file is skipped as Too small or Too large, check the unit first, then generate again.