first time to ask question :), if this question had been answered please point me to the right one.
so, i have a sphere act like ball / or imagine pool / billiard game. i have plane with mesh collider and cube with mesh collider and i put wall material physic (when i remove it, doesn't solve the problem)., so the ball cant go off the plane.
when i addForce the ball the ball will bounce the cube collider. but when i addForce high enough, the ball will bounce off the cube, go through it, its like the cube collider doesn't working. sometimes it bounce 1-3 times then it bounced out.
This is commonly known as the 'bullet through paper' effect.
In a single update, the ball is traveling far enough that it is on the other side of the collision.
UnifyCommunity has a 'DontGoThroughThings' script that "uses raycasting to avoid the physics engine letting fast-moving objects go through other objects (particularly meshes)."
You can also try to change setting of Collision Detection in Rigidbody. I never use this before but it's a new attribute in Unity3. So, I think it should work too.
Collision Detection Used to prevent
fast moving objects from passing
through other objects without
detecting collisions.
Discrete - Used for normal collisions
(This is the default value).
Continuous - Used for objects which the
Continuous Dynamic detection needs to
collide with.(This has a big impact on
physics performance, leave it set to
Discrete, if you don't have issues
with collisions of fast objects).
Continuous Dynamic - Used for fast
moving objects.
If I understand correctly, you need to set Continuous to your cube and Continuous Dynamic to your ball. Hope this help.