Convex Collider Fix?

I am aware that convex mesh colliders make this hull here, but I am unsure completely on the best way to make accurate collision here. What’s the best way to deal with this?

You can add multiple collider components to a gameObject. So instead of a convex mesh collider you add two capsule colliders for the skids and a few box colliders to cover the other parts of the chopper.

That’ll have to work I suppose. Would this impact performance much having a lot of colliders following the shape?

You could also chop up your helicopter into convex pieces, add those pieces at a child of the helicopter, remove the mesh renderer and use those as colliders

Yeah, I’ve thought of that - I would have to redo the whole setup with the model in the scene but it might be worth it.

I’ve never tested. A convex collider will be treated as a simple box until it makes contact with something and then the physics engine will need to check every triangle of the convex collider to see which of them is in contact.

So a convex collider may be more performant for a flight sim because the aircraft is rarely touching anything while flying. While compound colliders will be more performant for a race game because the car is always touching the ground.

That makes sense. I appreciate your replies!

It was a bit of a pain but that did work rather well.