I'm pretty new to Unity so maybe I'm missing something but here's my dilemma. According to an error message error "Non-convex MeshColliders with non-kinematic Rigidbodies are no longer supported in Unity 5.0" but this is a necessity on one of my assets: The ramp needs pushing in to place by the players before they use it to access another area. For this to work the mesh collider needs to by the same as the visible mesh. If I click convex so it is pushable from the front clearly I can't also roll up it, if I use a wedge mesh I can't also push it. The only solution I've been able to make work is splitting the mesh in to left, middle and right sections then attaching each as a separate mesh collider. It's not a huge issue but it could be a lot harder with more complex shapes or if I need to add lots of different concave physically driven shapes to a scene in the future. Is there a better way? Could a script do the job of non kinematic physics calculation and be attached to every "kinematic" object where it's necessary?