I have some oddly shaped meshes which change at runtime and I’ve been looking for something to estimate the mesh. Using mesh collider is too slow. Whilst using just 1 box collider is rather inaccurate and causes issues where multiple box colliders start inside of each other causing explosion like effects. It would be awesome if there was something which would fill the mesh with a few box colliders instead of one.
have you tried using a meshCollider and setting the mesh to your altered mesh via code? Though probably won’t work well unless you are updating the triangle list, or if the mesh becomes concave.