Hi
Hopefully a quick one regarding collider components.
If I have quite a complex mesh, for instance a Star Destroyer from Star Wars, is it better performance wise to create a simplified mesh collider (which will still probably end up being quite complicated) or loads of primitive collider shapes as child objects created in the editor?
Also I havn’t worked out yet whether having collider components from the same gameobject hierarchy overlapping is a bad thing or it doesn’t matter? It seems to work fine collision wise but does it make a difference performance wise?