Colliders don't collide.

Hi! To illustrate the problem: So I want to make a physical chain. I made a chain module mesh and want to make a compound collider for it. Now I'm trying to do it with 6 child box colliders trying to simulate a real chain. The first chain module is a kinematic rigidbody(because I don't want it to fall), the second one is not kinematic. So the problem is that colliders does't collide at all. I placed a cube beniath and the chain modules collides with the cube. Why it doesn't collide with the first chain module? The Unity says: "Invalid parameter because it was infinity or nan."

Another question: When I start to move the cube up and down during the runtime the chain module that falls on the cube starts to jump on it(predictable and right), but after a number of such jumps it just goes through the cube and continue falling, so somehow it doesn't collide with the cube as well. Or a similar situation: two objects with box colliders. One is kinematic, the other a regular rigidbody, which falls on the kinematic one and stops and everything is ok, but when I rapidly move the kinimatik rigidbody in the runtime, the other, which until this moment laid still, falls through the kinimatic rigidbody. Is it possible to prevent this somehow?

What is the problem?

UPD

Here is what I want to achive:Chain mesh is a rigidbody and 6 box colliders. Even when I don't move objects in the editor window the chain breaks. I can't attach more then 6 parts. Is it the right way to simulate a chain?

i made a chain creator script in this forum topic :

http://forum.unity3d.com/viewtopic.php?t=59366

Are you dragging objects around in the editor at runtime? Clearly this isn't meant to happen during a game so you'll see errors in physics when you move and object past a collider.

Kinematic rigid bodies have no physics calculations on them and wont trigger collisions.

The second problem with objects that are lying still is not a bug. Rigid bodies will "sleep" when below the sleep velocity threshold (which you can set in the editor). Sleeping rigidbodies don't perform physics calculations which saves processing time and allows you have a large number of objects on a scene so long as they remain still most of the time.

You can test this by writing if(rigidbodiy.isSleeping) print("sleep"); in a script.

It seems that your method of simulating a chain is overly complex, and probably not going to be stable for too many links (as you stated) by the physics engine. Instead, try making each chain link a single rigidbody with a single collider, and connect them to each other using joints. That should be much more stable, plus you get more configuration options, like how much force is needed to tear the chain.