Importing collision mesh versus Unity's own?

Hey, firstly I was wondering whether there is any difference between the game object meshes used for collision in Unity and similar meshes generated in a 3D programme such as Max?

I ask because I would like to know whether it is ok to create custom meshes for my props as opposed to combining Unity’s meshes into the required collision shape?

Right now my workflow is as follows:

  1. Create custom collision mesh in Max.
  2. Export custom collision mesh and prop mesh as FBX.
  3. Drag the prop into the scene, uncheck render mesh and apply mesh collider to custom collision.
  4. Done.

I feel like there is far more control in terms of defining the collision shape and avoiding unnecessary collision faces doing it this way, am I missing something vital though that makes this approach unusable in terms of performance etc?

Cheers, K

Nothing you miss.
Just keep in mind that if the mesh is not convex, it will not collide with other static meshes in case it moves, so such a mesh would be best stuted for decoration and level, generally static geometry.

For moving objects compound primitive colliders are normally better.