Hitbox/Meshcollider Bug

Ok, so in my game I have a target that is made up of several layers, its a disk made up of different rings so that each ring can get its own script and hitbox/meshcollider. I am shooting a ball at it and what should happen is that the whole disk disappears and changes a score depending on which ring it hit. Now I know the bug is not in my script since I have tested each ring individually and they all worked fine, disappearing in one hit and giving the right score. However when all the rings are together to make the disk it sometimes doesn’t react to the ball hitting it and will 90% of the time give the wrong score. My guess is that it has to do with how unity handles hitboxes and fast moving objects. I am a beginner so I don’t have any ideas on other ways to go about fixing this.

I’m with TreyH, the colliders overlaps?? The screenshot doesn’t help much. If the collider from the ring “5” is encapsulating the collider in other rings, “10” for example then you are probably getting collisions on the “5” ring before the others. If you make a debug.log after collision enter or trigger enter more than one ring if printed???

Ok so I did a Debug.Log to see which ring was getting hit. And for some reason the middle ones do not respond so it only hits 5, 6 and maybe 7 even though they obviously didn’t get hit. Also one shot seems to be able to hit two rings, usually 5 and 6 and sometimes a shot wont even do anything even though it clearly hit it.

Here are some pictures showing each ring individually, their meshes only encompass the ring itself and not the whole disk.
65996-screen-shot-2016-03-15-at-233248.png

65997-screen-shot-2016-03-15-at-233259.png

Also in case it is relevant, the ball that is being shot at the rings to trigger them is about the size of half the diameter of the 10 ring