I'm aware that Havok already supports sleep. However, purchasing the Pro license is a bit burdensome for me, so I'm trying to implement it, albeit crudely. Firstly, I've implemented the terrain using a single large Mesh Collider. A very large number (more than 50,000) of sphere colliders come into contact with this terrain. In terms of game logic, they don't always move, so I don't want to use PhysicVelocity when they're idle. However, the frequency of movement is too ambiguous to add/remove components. How can I optimize this? And Would splitting the Mesh Collider help with optimization?