After reading about how the objects with mesh colliders are computationally expensive, I have thought about reducing the polycount on the asteroids, as I plan on having hundreds of them floating around. Asteroids created in Blender with the subsurf set to 4 or more look great, however, they end up with polycounts in the thousands, so no chance. Asteroids with subsurf set at 1 which is the lowest, result in only 48 verts and 47 triangles, according to Unity, but they just look crap. So have decided to settle for cranking the subsurf up to 2 as the end result look alreight and only has 98 verts and 192 triangles according to Unity.
Have created an asteroid prefab and have created a giant asteroid and it looks great. Will try and replace the planet with a big asteroid with a GravityWell component. I have done this, but there are a few sections that the collision detection doesn’t look great. There are areas where the objects don’t appear to be in contact by are registering a collision and areas where objects sink into the asteroid. I used by bullet objects to map out the collision field. Perhaps I can fix this by rotating the asteroid.
Since I am using the orthographic view, this means I could get away with creating especially shaped objects for landable surface such as planets and large asteroids. I could have the front of the planet/asteroid look 3D but the sides and back are flat so there is a well defined contact point. I will give that a try tomorrow.
I thought about giving the smaller asteroids their own gravity but not sure if that would bring much to the party and would be computationally expensive. Would probably make all the small asteroids clump together. Could give the craft a tether so it could latch onto and land on smaller asteroids if that would be useful?