Rigidbody sphere falls through moving mesh collider...

Greetings,

I have several GameObjects that are in a level and they are controlled by the mouse to rotate back and forth. I also have a sphere Rigidbody that rolls around on the mouse-controlled GameObjects and is properly affected by gravity, physics, etc.

The problem is that when I rotate the objects too fast, the sphere will fall right through, apparently missing a collision plane of the mouse-controlled GameObject.

So far, I have tried to mark the mouse-controlled GameObjects as “Convex”. While this seems to fix the issue, it is visually ugly since I have pretty complicated mesh colliders that are NOT convex.

I know that mesh colliders are intended for “static” geometry that does not move, but what if you want to the “static” geometry to actually move around back and forth, shaking the items on/inside of them? THANKS!!!

you can try attaching a rigidbody that is kinematic.
Looks like you are doing some game in which you have a ball and rotate the world around it? It might be better to keep the world static and rotate the ball(?) and the camera and update the gravity vector. To the user it would appear that the world is rotating, but from implementation point of view it would be much easier.