# Rigidbodies vs. non-konvex colliders

Hey folks,

I’m still learning Unity so please forgive me if I ask a beginner question here, but I wasn’t able to find an “accepted solution” for this case I got in mind and I wonder if I just use the wrong approach.

I want to play around with physics more, mainly to learn, see where the limits are and so on and I came to a problem that got me stumped.

As Unity says: non-konvex colliders are only possible with kinematic rigidbodies.

In a lot of cases, that’s not really a problem. Imagine you build a bucket or a trash can - which needs a non-konvex collider so you can fill it with objects. That works.
But what if you want the player be able to topple over that container? Or carry/throw it? How would you got about doing that? I guess you could build the thing out of many, many little box/capsule colliders, but that can’t be the intended solution, right?

Or let’s go a bit more complex: Imagine you want to do a balance game where you gotta haul some freight in your pickup truck and prevent your freight from falling off. You’d have a car which is desirably moved by forces on its rigidbody with a loading area which is most likely non-convex as well (unless I want to use many many box colliders again which I am not sure will got smoothly with the freight it’s supposed to hold).

I am probably missing something really obvious here which is why I hesitated to even make this thread, but I just have to know where my thought process got derailed or what I’m missing.