of course! the issue with the pots might be solved if you make some simpler collision shapes. honestly if you have a big complicated bunch of polygons like that it's better for performance to simplify their collision shapes as well. i probably would've just put a big box over all the pots lol.
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That's a good shout.
My original plan was to allow the player to knock over and break individual pots but since it was Sunday already I realised that was far too ambitious.
I probably could have made the stack a single mesh too.
They caused so many problems in testing. Although it was quite funny. First time I set them up I put the rigidbody and mesh in the wrong place in the hierarchy and the models stayed in place but the rigidbody fell on the floor. After I enabled collision boxes in debug settings it was quite funny seeing hundreds of them all on the floor but invisible to the player.