Best way to handle a large number of static dynamically placed objects

Yeah, it could be that. Unfortunately, it’s not too easy for me to change though. SpeedTree makes it difficult to modify their prefabs. To confirm it’s not something else, I reenabled the mesh version and here it is

Ok. Seems like you might have encountered a bug in that case (I am very surprised that no-one else has reported this, if it is indeed a bug it must have been in the project for years). I will try to fix it as soon as possible.

Alright, thank you! And yeah, anyone that uses SpeedTree would have ran into this issue I imagine, since that seems to be their default way of handling colliders.

I just uploaded v4.0.6 which fixes the capsule collider bug.

It seems to be working, thanks!