Similarly, the mesh assigned to a Mesh Collider does not necessarily need to match the graphical representation of the same object (Unity simply picks it as the default). This gives us an opportunity to assign a simpler mesh to the Mesh Collider's mesh property, which is different from the one we use for its graphical representation.
The following image shows an example of a complex graphical mesh that has been given a much more simplified mesh for its Mesh Collider:
Simplifying the rendered mesh into convex shapes with lower polygon counts in this way will greatly reduce the overhead needed to determine bounding ...