Collider question, how should I proceed?

I have a model of a Tiger IE tank. I want the tracks to flex with the terrain which will in turn push the wheels up or let them drop as the suspension is compressed or pushes out.

The question is what type of colliders would be best on something like this? What type of collider should I use on the track segments that will work in conjunction with the wheel colliders of the road wheels?

What would be the best way to proceed while keeping CPU load down?

I was thinking of animating the texture around the track as opposed to individual links which are animated. The Tiger has 90 track links per side and that would be a lot of colliders.

On some tanks, the roadwheels will also lift the top track section as it rests on them. Not all tanks have return rollers.

I’d really like to see this tank running in Unity before the trial period ends so I can see if what I want to do is possible before buying a license.

I would:
Bone the treads (i.e. several bones across the gap between the wheels)
After importing to Unity, attach a component to these bones which raycasts downward in LateUpdate for terrain or obstacles; you might want to raycast from (bone.transform.position + Vector3.up*someFactor) to give it a bit of leeway.

In other words, just a raycast, not actual colliders. If you use colliders you need to joint-ify them and that eats up cpu unless it’s done exceptionally cleverly.

I think it’s best to use some 4 - 6 WheelColliders for the actual physics and use Raycast’s to move the treads up and down visually to fit the ground height.