Physics suggestions for flipping a sausage in a pan?

I have a fun physics experiment that I could use some help with. I haven’t had a great solution yet to flipping a sausage inside a pan without dropping it. The general case is that I have a shallow cylindrical container, and I would like to be able to have a rigidbody that is constrained to stay within a radius corresponding to the radius of the cylinder. Small bounces would be OK, as long as the sausage doesn’t act all crazy and flip around super fast.

It’s clear that I need a rigidbody on both the sausage and pan, as well as appropriate colliders for each. I have a large, oversize box collider underneath the pan, and a capsule collider approximately the size and shape of the sausage attached to it as well.

I thought of using a configurable joint with locked X and ZMotion, to simulate a freely rotating sausage that could fly just up and down, but the capsule collider has a tendency to stand up on end because the locks prevent it from falling over. I also tried setting up a configurable joint or two with a springy X and ZMotion limit, but I couldn’t find settings for the limits that seemed to work, and they would let the sausage fall out pretty easily.

One other option would be to have extremely tall boundary box colliders surrounding the edges of the pan, but that would probably look funny as the container area would have corners instead of a cylinder shape, and it might look too bouncy at times.

Anyone have any suggestions for how to keep the sausage flying around on top of the pan?

You might be able to use a mesh collider for the containing volume of the pan but design the mesh so that the insides of the faces are “visible” (but of course you don’t actually have to render the mesh). This should make the inside of the mesh the colliding surface. This should work OK with a capsule collider on the sausage but if you change it to a mesh collider then you should make sure it is convex.

That sounds like a good idea, thanks andeeee!