Actor::updateMassFromShape Error

Just wondering what this error means and what I can do to make it go away. :)

Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mesh shapes! Please change mesh geometry or supply a tensor manually!

This error is usually generated because you placed a rigidbody component on a plane primitive.

Because the plane's mesh has no depth, and the default "mesh collider" component attached follows this mesh, it means the collider has zero volume, and therefore zero mass and the physics engine can't compute the inertia for the object.

To solve this, remove the mesh collider component, and add a box collider instead. The box collider will automatically fit to the correct shape, but will have a very very small amount of depth, which solves the physics engine's complaint.

i have a problem identical to spikes. but I changed the collider from mesh to box and i am still getting this error.

Just Remove the Rigidbody component…

I have a similar error and issue. I have a mountain landscape mesh (terrain) imported from sketchuppro. I have a mesh collider component added to the mountain landscape. I then have imported a skier with 9 mesh parts (I added it to a prefab under a parent folder called "OrangeSkier". I've applied a rigidbody to the OrangeSkier. Each of the 9 mesh parts have mesh colliders attached to them also. I get the updateMassFromShape error mentioned above, and when I hit Play, the skier just bounces around upside down and all over the place, rather than sliding down the mountain like I want. I realize that one of the 9 mesh shapes maybe a plane surface, or one with a hole in it, but I can't figure out how to find or fix that.

I've attached 3 screenshots showing settings at the link below. I'd love some help, and will reciprocate on this forum whenever possible. :)