1 mesh collider vs several?

So, is the cost of a mesh collider determined by the number of triangles or does it not really matter? I’m trying to decide if I should break up certain meshes for culling, but I don’t want a huge performance hit using several mesh colliders.

Then again… I thought I remebered hearing you could apply a one collider to a group of child objects. I don’t know if that applies to a mesh collider though. Is there a max number of verts or triangles for mesh colliders?

Mesh colliders have the same vertex limitations as meshes used for display. You can apply primitive colliders to children, which makes them into a compound collider that acts as a single collider on the parent.

–Eric

Thanks for reply! I cannot go that route though because of the geometry. The primitives sadly wouldn’t cut it in this case.