

I started coding in 2026 and am still learning. AI assistance was used for organization, planning, debugging, and understanding/fixing errors. Unless clarified otherwise, the rest is not AI. Apologies for any misunderstanding or lack of clarification.
Adds local-client player collision to ATLYSS. You can bump into other players, stand on head or chest platforms, use stick mode while riding, and tune boxes in EasySettings.
This is not server-authoritative physics. Each client creates and handles its own collision boxes.
reason=tiny./remove, whitelist sync, and pose helper messages through CodeYapper.| Command | Description |
|---|---|
/stick |
Toggle stick mode |
/remove |
List riders detected on your head platform |
/remove <name> |
Remove a rider locally and request removal on compatible clients |
/collider status |
Show local diagnostics |
/collider status all |
Show diagnostics for all tracked players |
/collider reset |
Reset collider tuning |
/collider panic |
Emergency disable and reset grace |
/boxallow <name> |
Add a player to the whitelist |
/boxdeny <name> |
Remove a player from the whitelist |
/boxlist |
Show saved whitelist Steam64 IDs |
Useful aliases:
/col, /collision, /pcollision/anchor, /ca/boxwhitelist, /boxwl, /cwl, /wl/boxsave 1, /boxload 1, /boxdel 1, /boxpresetsStatic boxes are the default. They are more stable and cheaper.
Dynamic boxes update from renderer/body-mesh measurements more often. They can follow race, scale, and pose changes more closely, but cost more performance.
Only one mode can be enabled at a time. If the config ever ends up invalid, the mod fixes it automatically and prefers Static boxes.
Static mode can briefly use Dynamic-style measurement after scale changes, sit/emote pose changes, visual pose drift, or occasional refreshes. This helps correct placement without leaving Static mode on expensive measuring all the time.
Emote stick is the default. It is designed to avoid interrupting sitting and emoting while still following the carrier.
Old strict stick behavior is stronger and more forceful. Use it if you prefer tighter holding over emote freedom.
Only one stick safety mode can be enabled at a time. If the config is invalid, the mod fixes it automatically and prefers Emote stick.
Chest mode moves the standing platform from the head area to a lower-middle chest target. It uses detected chest/body renderers when possible and falls back to scale-aware body sizing when needed.
EasySettings includes chest width, depth, thickness, height, and forward offset controls.
The mod adds a Player Collider tab.
Common controls:
Collapsed tuning groups:
For lower-end systems:
6-10.UseBakedPoseBounds=false unless you are testing exact pose bounds.Dynamic boxes, baked pose bounds, debug wires, and crowded servers can cost more performance.
Use /collider status all when testing scale, race, static/dynamic mode, chest placement, tiny-player safety, or pose issues.
Useful fields:
boxModemeasurescaletinychestposeLoweredremotePosebodyTopheadTopreasonTiny players should show reason=tiny and should not have visible colliders or wires.
Max size cap may still cap giant players until set back to 0.Install the required dependencies, then place AtlyssPlayerCollision.dll in:
BepInEx/plugins/AtlyssPlayerCollision/