Like for example - can't have a collider trigger onEnter events with another collider if one of them is not a rigidBody. I was planning on using a cube/rectangular mesh near the front of the bulldozer blade - partially sunk into the terrain and look for collisions - and lower the terrain accordingly. No dice. God forbid, I give this 'scout' object a rigidbody - the bulldozer bucks like a wild bronco!
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiE7FDLuWPOq3WmLeVGny9oUCkNQgzbmXH59HYMMbzXZ7cYDnPckFQ7ukDF7Xlz3OgoZn85y1KhX-IdMjdYNUhru9kgpN51pi_4VwcFGxOsYHYD-i6y22pARaOV5-iq0eXG_z4Gyf4Y-6s/s320/wire.png)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqn76PneWvMsbkgZgXC-BPP7WVzPb6aE1bzFbt6wP09SRw7pnem_9egkkN-YF5_708EW1JyMcbJdPjS5qX3DxRjG61pM3Gh0bF-GR4JFxc3GdVhC0-B-ocmCWvkccJDsgaWQIioeiEp7s/s320/texture.png)
If I were to create my own mesh based terrain 'thing', I'd run into the same performance issues that Unity had/has to deal with (and I am assuming they are a lot smarter than I). I COULD abandon the bulldozer scrape/move capabilities and concentrate only on excavator/backhoe style digging - but that's not what I want.
Looks like I need to look at voxel based methods now- including such mathematical marvels as Marching Cubes!