Am I correct in thinking that mesh colliders are inherently less efficient than primitives by nature? Specifically if I took a box and placed a box collider on it would it be faster at resolving collisions than making a Mesh collider for the box even though the mesh collider is of course a box shape.
It appears it would be faster because the box collider does a distance bounds check and basically is alot faster because it gets to make assumptions because it knows its dealing with a box (AKA the width, height and depth are all equal)
I’m asking because i’d like to include a triangle in my game to allow people to edit with, the thing is a triangle isn’t really a combination of any other shape or shapes.
Now its only 6 vertices so i’m not sure it matters even if i had several thousand floating around but it might, I know the fact that it is only 6 vertices helps it as a mesh even if it’s not as fast as a box but i’d like some input from someone with more knowledge.
is a box or sphere collider faster than a box or sphere mesh collider and is there an easy way to deal with triangles using primitives or should i just use a mesh or what?