What is a common consequence of using mesh colliders for a high number of objects in a game?

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Using mesh colliders for a high number of objects in a game leads to increased physics calculation time because mesh colliders, which are designed to represent the shapes of complex models, are computationally intensive. Each mesh collider requires the physics engine to perform more complex calculations to resolve collisions and detect interactions, as compared to simpler colliders like box or sphere colliders.

When there are numerous objects in a scene all using mesh colliders, the cumulative load on the physics engine can significantly slow down performance, leading to frame rate drops and a less responsive gameplay experience. This is particularly problematic in scenarios where numerous interactions occur simultaneously, such as in crowded environments or during high-action sequences.

While other options may offer some advantages related to visual quality or dynamics, they do not address the inherent issues that come with increased computational burden from using mesh colliders extensively. Thus, the notable consequence of increased physics calculation time is a significant consideration for game development and optimization.

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