If you use a Box Collider, it will intercept any picks aimed at objects placed within the box. Moreover, you can
have only one of each kind of collider on each object, so you would need to create four GameObjects and parent them
to the ChestBase, and then create and position a Box Collider for each to coincide with the ChestBase sides.
Given these issues, it’s easier to simply use the generated Mesh Collider for the ChestBase.
If you wanted to make a complex lock sequence where the player had to insert and turn the key in two steps, you
would want to create a collider that sits on the lock plate. The easiest way to do this complex positioning is to create a
Cube, then delete its Mesh Renderer and Cube (Mesh Filter) components. You would also have to make sure the proxy
collider protruded far enough from the ChestBase’s collider to intercept the pick first.
Now all of the regular objects have colliders, as shown in Figure 8-5.
The Flower is a special case that you will handle later.