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OBB 3D Visualizer

Visualize OBB (Oriented Bounding Box) shapes in real-time 3D to understand how they work before using them in attacks.

Open OBB Visualizer (Full Screen) →

The OBB Visualizer provides a 3D WebGL preview of Oriented Bounding Box shapes and positioning for designing attack hitboxes.

Choose from 6 OBB shapes:

  1. SPHERE - Ball-shaped, perfect for explosions
  2. CONE - Cone pointing forward, for breath attacks
  3. CYLINDER - Cylinder along forward axis, for lightning/beams
  4. ARC - 180° arc in front, for claw swipes
  5. BOX - Rectangular box, for ground pounds
  6. CAPSULE - Cylinder with rounded ends, for dash attacks
  • IN_FRONT - Places OBB in front of titan at specified distance
    • Adjustable distance slider appears
    • OBB follows titan rotation
  • AT_TARGET - Centers OBB on the target (cyan sphere)
    • Good for targeted explosions
  • AT_USER - Centers OBB on the titan itself
    • Perfect for self-centered AOE

Control OBB size with three sliders:

  • X-axis - Width/radius depending on shape
  • Y-axis - Height/length depending on shape
  • Z-axis - Depth (BOX only)

Shape-Specific Usage:

  • SPHERE: Only X matters (radius)
  • CONE: X = base radius, Y = length forward
  • CYLINDER: X = radius, Y = half-length forward
  • ARC: X = radius, Y = half-height up/down
  • BOX: X = width, Y = height, Z = depth
  • CAPSULE: X = radius, Y = half-length + hemisphere

Adjust titan rotation to see how OBB follows:

  • Yaw (Y-axis): -180° to 180° (horizontal rotation)
  • Pitch (X-axis): -90° to 90° (vertical look)

Include Pitch Checkbox:

  • ✅ Checked: OBB rotates with both yaw and pitch
  • ❌ Unchecked: OBB only rotates horizontally
  • Left-click drag: Rotate camera around scene
  • Right-click drag: Pan camera
  • Scroll wheel: Zoom in/out

Click “Copy JSON Config” to get the complete define_obb keyframe:

{
"type": "define_obb",
"name": "custom_obb",
"shape": "SPHERE",
"positioning": "IN_FRONT",
"distance": "3.0",
"halfExtents": {
"x": "5.0",
"y": "5.0",
"z": "5.0"
},
"includePitch": true
}

Paste directly into your ActionEffect timeline!

  1. Shape: CONE
  2. Positioning: IN_FRONT
  3. Distance: 2.0-3.0
  4. Half-Extents:
    • X: 1.5-2.5 (base width)
    • Y: 6.0-8.0 (length)
  5. Include Pitch: ✅ Yes
  1. Shape: CYLINDER
  2. Positioning: IN_FRONT or AT_TARGET
  3. Distance: 5.0-8.0
  4. Half-Extents:
    • X: 1.0-1.5 (thickness)
    • Y: 10.0-15.0 (length)
  5. Include Pitch: ✅ Yes
  1. Shape: SPHERE
  2. Positioning: AT_USER or AT_TARGET
  3. Half-Extents:
    • X: 8.0-12.0 (radius)
  4. Include Pitch: ❌ No (doesn’t matter for spheres)
  1. Shape: ARC
  2. Positioning: IN_FRONT
  3. Distance: 1.0-2.0
  4. Half-Extents:
    • X: 4.0-6.0 (reach)
    • Y: 2.0-3.0 (vertical range)
  5. Include Pitch: ❌ No (keep horizontal)
  1. Shape: BOX
  2. Positioning: AT_USER or IN_FRONT
  3. Distance: 1.0-3.0
  4. Half-Extents:
    • X: 5.0-8.0 (width)
    • Y: 2.0-3.0 (height)
    • Z: 5.0-8.0 (depth)
  5. Include Pitch: ❌ No
  1. Shape: CAPSULE
  2. Positioning: IN_FRONT
  3. Distance: 3.0-5.0
  4. Half-Extents:
    • X: 1.5-2.0 (thickness)
    • Y: 6.0-10.0 (length)
  5. Include Pitch: ✅ Yes

Close-Range Attacks (3-5 blocks):

  • Radius/width: 2-4
  • Length: 3-6

Medium-Range Attacks (5-8 blocks):

  • Radius/width: 3-6
  • Length: 6-10

Long-Range Attacks (8-12 blocks):

  • Radius/width: 4-8
  • Length: 10-15

Ultimate Attacks (12+ blocks):

  • Radius/width: 8-15
  • Length: 12-20
  1. Start small: Begin with conservative sizes
  2. Test in-game: Spawn titan and test attack
  3. Adjust: Use visualizer to tweak sizes
  4. Iterate: Repeat until perfect

Larger OBBs = more entities checked:

  • Keep ultimates rare (high cooldown, low weight)
  • Use appropriate sizes (don’t make everything huge)
  • Consider telegraph duration (larger = longer warning)

Match OBB size to telegraph markers:

  • Players see telegraph before damage
  • OBB should match what players expect
  • Larger OBB = longer telegraph duration
  • Red Cube: The titan (2×3×2 blocks)
  • Cyan Sphere: The target
  • Yellow Shape: The OBB hitbox
  • Orange Wireframe: OBB outline
  • Grid: Ground plane (1 square = 1 block)
  • Axes: XYZ coordinate system
  • Yellow (OBB): Damage will apply here
  • Orange (Wireframe): OBB boundaries
  • Red (Titan): Attack origin
  • Cyan (Target): Target position
  • Yaw (Y-axis): Horizontal rotation

    • 0° = facing +Z (north)
    • 90° = facing +X (east)
    • -90° = facing -X (west)
    • 180° = facing -Z (south)
  • Pitch (X-axis): Vertical look

    • 0° = looking straight ahead
    • +45° = looking up
    • -45° = looking down
  • Check if OBB is very small (increase half-extents)
  • Ensure positioning mode is correct
  • Try rotating camera to different angle
  • Check if OBB is behind titan
  • IN_FRONT: Check distance value
  • AT_TARGET: OBB should be on cyan sphere
  • AT_USER: OBB should be on red cube
  • Different shapes use half-extents differently
  • Check “Shape Guide” in controls panel
  • SPHERE only uses X value
  • CONE/CYLINDER point along Z-axis
  • Left-click and drag (not right-click)
  • Try scrolling to zoom first
  • Refresh page if controls stuck

Perfect your hitboxes visually! 📦✨