Primitives have “shortcut calculations” behind them. Because of their simple/predictable geometry the engine can use cheaper algorithms. With mesh colliders the engine cannot take shortcuts.
Fastest way to know is to try.
You’re going to be looking at the Profiler, specifically the Physics section. Watch it while play testing. It will be immediately obvious if your complex colliders are more efficient than a jumble of primitives. These stats will show you in pretty plain english how your setup performs. General rule of thumb here is the lower numbers (ms) are better.
Always always always use the simplest thing you can get away with. If a single box collider can be used for the span of a highly detailed wall that doesn’t have too much depth to it, do that. Otherwise, ask yourself straight up: Do I NEED the added depth of collision? If yes, give your complex mesh a trial run against a primitive mash.
There’s nothing wrong with using mesh colliders, you just need to realize how many more surfaces must now be accounted for. Sooooo, if you’re trying to make a bumpy object out of a bunch of cube corners, you’ll probably be saving lots of surface area, as well as lots of colliders, by using a mesh collider.
I promise you, put together like 4 different test scenarios of comparing efficiency and you’ll earn an innate sense of what just works better, and what’s easier to do.
Also, whether the mesh is concave or convex makes some difference to performance. And only convex mesh colliders can be used for Triggers
Also, don’t use a model’s own mesh as the mesh collider, unless the model has a very low poly count. You should always try to make a low-poly “physics model” for the high-poly model. The physics model will need to estimate the high-poly model as close as possible, while keeping the polygon count as low as possible.
If you don’t want to go learn the math then this is less about knowing the math and more about developing your “physics engine common sense”. And good news! That takes more experience than it does reading 