On the physics section on the tutorials it was stated that raycasting a primitive object styled to resemble a mesh was more efficient that raycasting a mesh.
If the mesh was a prism would it make any difference in terms of efficiency?
And is it possible to texture and modify a primitive object like a cube to resemble a rectangular prism brick(supposing the same texture was applied to all 6 sides of the prism)?
Use whatever mesh you like in MeshFilter component, but if it resembles one of the primitive shapes (box, shpere, capsule) then add a primitive collider to your object (BoxCollider, SphereCollider, CapsuleCollider) instead of MeshCollider.
Physics engine doesn’t care and doesn’t know how the object looks, it cares only about what type of collider is attached.