So I've been working a lot with mesh colliders and there are a couple of questions I can't manage to find much of an answer for, or at least nothing specific enough.
In regards to mesh colliders:
Do smoothing splits and UVs have anything to do with the efficiency of a custom mesh collider? A simple example would be a crate with a cube as a mesh collider. Would a cube with all smooth normals and no UV seams be more efficient than one with hard edges and UV mapped, or does Unity disregard this information?
My second question has to do with mesh colliders versus primitive colliders. I've heard all over the Unity forums that mesh colliders are always more expensive than primitive colliders, but it seems to be in the context of a mesh using itself as the collider, which obviously that would be more expensive than some primitives.
However, if I can build a custom mesh collider with fewer verts than an assembly of Unity's primitive colliders, would that still be more expensive than just using the primitives? I have heard something about Unity being able to "recognize" primitives better than custom meshes and can therefore render them more efficiently, even if there are more verts comparatively.
Any insight or links to resources is appreciated.
Thanks in advance!