Made a few things in Sketchup normalized in Blender, can get physics to work in unity

I made a few objects in Sketchup, normalized them in Blender then imported to Unity. The first object is a top that spins. The second object is a bowl where the top is going to spin around and move according to the shape of the bowl.

I have put both objects on the stage and attached rigidbodies, mesh colliders, mesh renders, to the object itself and the mesh, or whatever is nested beneath the object. No matter what I do, the top just fall right through the bowl. I’m new to Unity and 3D graphics, so I’m not sure what I should do.

I also have an error in Unity, but I have no idea which mesh it’s talking about.

“Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor’s mesh shapes! Please change mesh geometry or supply a tensor manually!”

Any ideas?

What does that mean?

It might have something to do with using a mesh collider. Try using a primitive collider and see if that works.

It’s how I’m able to get my 3d objects to work properly in Unity after exporting them from Sketchup.

Where is the option to add a “primitive collider”? I don’t see it.

Got any advice on my runtime error:

Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor’s mesh shapes! Please change mesh geometry or supply a tensor manually!

Make it convex.