Dynamic Mesh Collider - Help Wanted

Hello, I’ve scoured the internet for answers but could not find any answers to the issue I’m having.

Basically we are developing a game where we will need to create simple primitive convex colliders at runtime.
Generating the mesh is fine, but I’m having an issue with the mesh colliders. I have a simple obtuse box here that will pass through objects on one side.

Image:
http://img207.imageshack.us/img207/9060/25312994.png

There is a normal box with a box Collider under my brown Mesh Collider.

Edit:
I have just discovered that this only happens when the colliders are lined up on the Z axis, if I scale it to be larger or smaller on the Z it collides fine.

Is this a common problem with mesh colliders? Is it possible my mesh is NOT convex?

Just a point in the right direction would be amazing, thanks.

EditEdit:
Just realised the mesh creation tool PolygonTool is creating and setting vertices for each face, this could be the problem but any further information is appreciated.

EditEditEdit:
Well I fixed the code so that a box would have 8 vertices and changed the indices/triangles to reference the new verts. No change in the collision problem.

Answer:
It seems the triangulation from the PolygonTool I purchased works for most situations, but not for this one. I reverted back to my own triangulation and everything seems to be fine. Thanks for your answers.

You need to update the mesh collider for animated objects. Seen it here:
http://unity3d.com/support/resources/example-projects/procedural-examples.html

If the other box is a Mesh collider then you will have problems moving mesh colliders usually do not collide with other mesh colliders, you can mark a mesh collider as convex then it will work fine but takes a little longer to update but if it is just cubes you should be ok.

The meshes I need are not animated, I’m just creating them dynamically. Also I didn’t see any mesh colliders being updated in those examples.

I know. They are set as convex, and do collide on most sides.

I now believe the problem to lie in the triangulation of the mesh in this tool. I’m going to change it back to my old triangulation solution and see if that helps.

Thank you both for your input though.