In Unity 2019.3, there is the new Physics.BakeMesh API: https://docs.unity3d.com/2019.3/Documentation/ScriptReference/Physics.BakeMesh.html If I bake a mesh at runtime and assign it to a MeshCollider, do the cookingOptions in the MeshCollider have any affect? Do I need to set the MeshCollider.cookingOptions to None if I assign a baked mesh? There seem to be no cookingOptions for Physics.BakeMesh? The documentation reads: I don't understand this. When I assign a physics-baked mesh to a MeshCollider, what is being instantiated? I'm dynamically switching MeshCollider meshes at runtime, like through a flipbook. Would this cause any issues?