Does anyone have a good feel for the quirks of the physics engine? I’m working on a racer game and I’m having some issues getting everything to function correctly. Here’s the questions/problems that have come up for me.
Mesh based colliders don’t work if the size of the triangles is too disparate form the size of the dynamic mesh.  As a result I have to use a denser mesh than I’d like for collision. Unfortunately it seems that larger collision meshes (seems to happen with anything over ~10k polygons) get corrupted somehow with a good portion of the verticies (maybe one vertex out of every tri?) being pulled into a singularity at the origin of the mesh. I can split up my mesh into multiple parts to circumvent this problem, is that my best bet?
Mesh based colliders are extremely buggy on dynamic objects, It seems non-primitive collision meshes can only collide with dynamic primitive meshes, and will fall through anything else. I seem to remember it being dis-recommended to use anything but static rigid bodies. If that’s an engine limitation that can’t be circumvented is there any way for me to constrain two or three primitive colliders together to make a more complex shape? Only using primitive colliders for more complex racer shapes would result in some pretty non-intuitive behavior and I’d like to avoid it.