Instead of creating MeshColliders, create the appropriate physics components instead.
Alternatively we could use the dots conversion pipeline and create physics entities directly, relying on live editing.
Then we wouldn't need to create GameObjects for physics, which would simplify things wrt prefabs (where you're sometimes not allowed to delete GameObjects)
Instead of creating MeshColliders, create the appropriate physics components instead. Alternatively we could use the dots conversion pipeline and create physics entities directly, relying on live editing. Then we wouldn't need to create GameObjects for physics, which would simplify things wrt prefabs (where you're sometimes not allowed to delete GameObjects)