A rough approximation of the mesh is often more efficient and indistinguishable in gameplay. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. Unity supports triangulated or Quadrangulated polygon meshes. Meshes make up a large part of your 3D worlds. A collider is invisible, and does not need to be the exact same shape as the GameObject’s mesh The main graphics primitive of Unity. More info See in Glossary for the purposes of physical collisions. A GameObject’s functionality is defined by the Components attached to it. Unity handles collision between GameObjects with colliders, which attach to GameObjects and define the shape of a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.