Rotating an Object That has a MeshCollider
I am trying to create a large "floating rock" that is slowly spinning in the air as the player and other entities move around on top of it. Because the rock is large, it needs accurate collisions, so I went with a MeshCollider. Essentially, the rock is just a GameObject with a MeshRenderer and MeshCollider (both using the same mesh) childed to a parent object with an Animator that creates the slow rotation. I figured a non-convex MeshCollider on the rock would be okay, since it doesn't have a Rigidbody.
Unfortunately, when I add in other objects with Rigidbodies to fall onto and interact with the rock, the physics get all weird; it's like the objects stay in the same place in the XZ-plane and just move up and down as the rock rotates beneath them. I added a PhysicsMaterial to both the objects and the rock with static/dynamic friction = 0.6, but still the rock just "slides" beneath the objects. I know that MeshColliders are typically used on static, non-moving GameObjects, but I've never read anything that explicitly says an object with a MeshCollider can't be transformed. Is there no way to have Rigidbody objects collide and get "dragged along" realistically by a rotating MeshCollider?
Thanks in advance for your help!