The Mesh Collider takes a Mesh Asset and buildsThe process of compiling your project into a format that is ready to run on a specific platform or platforms. More info
See in Glossary its ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary based on that Mesh. It is far more accurate for collision detectionAn automatic process performed by Unity which determines whether a moving GameObject with a rigidbody and collider component has come into contact with any other colliders. More info
See in Glossary than using primitives for complicated Meshes. Mesh Colliders that are marked as Convex can collide with other Mesh Colliders.
|Is Trigger||If enabled, this Collider is used for triggering events, and is ignored by the physics engineA system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisions, gravity and other forces. More info
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|MaterialAn asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more. The available options for a Material depend on which Shader the Material is using. More info
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|Reference to the Physics Material that determines how this Collider interacts with others.|
|MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
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|Reference to the Mesh to use for collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
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|Convex||Tick the checkbox to enable Convex. If enabled, this Mesh Collider collides with other Mesh Colliders. Convex Mesh Colliders are limited to 255 triangles.|
The Mesh Collider builds its collision representation from the Mesh attached to the GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary, and reads the properties of the attached Transform to set its position and scale correctly. The benefit of this is that you can make the shape of the Collider exactly the same as the shape of the visible Mesh for the GameObject, resulting in more precise and authentic collisions. However, this precision comes with a higher processing overhead than collisions involving primitive colliders (such as Sphere, Box, and Capsule) and so it is best to use Mesh Colliders sparingly.
Faces in collision meshes are one-sided. This means objects can pass through them from one direction, but collide with them from the other.
There are some limitations when using the Mesh Collider:
Optimization tip: If a Mesh is used only by a Mesh Collider, you can disable NormalsThe direction perpendicular to the surface of a mesh, represented by a Vector. Unity uses normals to determine object orientation and apply shading. More info
See in Glossary in Import Settings, because the physics system doesn’t need them.
Note that versions of Unity before 5.0 had a Smooth Sphere Collisions property for the Mesh Collider in order to improve interactions between meshes and spheres. This property is now obsolete because the smooth interaction is standard behaviour for the physics engine, and there is no particular advantage in switching it off.
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