Quick answer: Mark the mesh collider Convex for moving objects, or replace a concave shape with several primitive or convex colliders that approximate it.

If a rigidbody with a MeshCollider falls through the floor or you see a convex-required warning, the engine refuses to collide a concave mesh that is also moving. Convex meshes or primitives fix it. Here is how.

How to fix it

1. Enable Convex for dynamic bodies

Check Convex on the MeshCollider of any rigidbody that moves. Unity then builds a convex hull (up to ~255 faces) it can collide as a dynamic shape.

2. Approximate concave shapes

When the object truly needs concave geometry (a cup, an arch), decompose it into several convex MeshColliders or box/capsule primitives parented under the rigidbody.

3. Keep concave meshes static

Reserve non-convex MeshColliders for static level geometry without a rigidbody; they collide fine against moving convex bodies but cannot move themselves.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.