I’m using a mesh collider for a bigger part of my game. The collider works basically as expected, the player (using a box collider) is bumping again the wall and is blocked…mostly. But, after some more collisions the player finally is slipping through (into) the mesh collider object. It seems to me the mesh is not recognized as a “filled collider” and after passing a thin wall, used for the collision, there is no more checking for collisions. Maybe a precision problem?
Yeah, your mesh collider sounds like it’s a concave mesh… it is definitely harder for unity to compute concave collisions
there is an option to convert to a convex collider. but you loose all of that information (see here)
or you can go with raycasting, it really depends on your situation.