I’m working on a project where we generate a lot of meshes. So most of the stuff in the world is a MeshCollider. The main vehicle (also dynamically created) uses physics to move around, so it is a rigidbody.
My problem is that these two don’t bump in to each other, so I need to generate a MeshCollider to attach to the vehicle. Is this correct? It seems correct since attaching a BoxCollider to the vehicle makes everything work. (The BoxCollider is also required to hit triggers.)
While searching for this answer here I found a thread saying there was a great summary of when to use rigidbodies vs meshcolliders, but I don’t see it in the docs.