I have MeshColliders in my scene that are shaped like an hour glass and it works perfectly fine in the editor. However, once I build on XCode and test on my iPhone, the MeshCollider’s don’t work anymore.
Why is this happening and what are the reliable alternatives for creating this functionality besides creating a bunch of box and sphere colliders to make a cohesive pseudo-hourglass shape?
One thing to check: With Physics (or Physics2D), never manipulate the Transform directly. If you manipulate the Transform directly, you are bypassing the physics system and you can reasonably expect glitching and missed collisions and other physics mayhem.
Always use the .MovePosition() and .MoveRotation() methods on the Rigidbody (or Rigidbody2D) instance in order to move or rotate things. Doing this keeps the physics system informed about what is going on.