For my work, we make tractor simulators and when we are making the vehicles, we bring the model into unity and start slapping primitive colliders all over it, trying to make them match as closely as possible to the vehicle. Obviously this takes a lot of primitive colliders, as there are a lot of weird shapes and a lot of moving parts on these machines. We only ever have one machine in a simulation at a time as of now. I'm curious if anyone has any idea of (or any idea how to figure out) at what point the large number of primitive colliders becomes less efficient than using a mesh collider?
Disclaimer: I have never used a mesh collider for something like this. and in fact I'm not even positive if it would be one big mesh collider or a bunch of separate mesh colliders, one for each part that moves separately? So feel free to call me stupid and explain. lol. Thanks!