I guess you’ll have to use an earlier version if you really want to do this, but… you probably really don’t.
In general, you do not want to put non-convex colliders on dynamic objects, that puts a lot of strain on the physics engine. (Calculating collisions on moving non-convex shapes is just really expensive). If you have some dynamic non-convex shape, you should approximate it using primitive colliders. (You should also do this with convex shapes in most cases).
I get that it's expensive but why remove it? Guess I'll have to make do with a work-around.
I get that it's expensive but why remove it? Guess I'll have to make do with a work-around.
– LEGEND383It's probably related to all the physics updates and optimizations they did for unity 5.
– siaran