Mesh Colliders

I know, i should use the search function, but i really don’t find, what i am looking for.
I have some kind of a bead, sticking it onto a stab.
It should fall into it and stay there.
The bead has a hole in the middle to make that stab sticking into it.
Therefore i cannot use just a sphere collider, because it obviously is a sphere without a hole, so i changed to mesh collider.
I also made a more simple object for that bead with hole, having just 180 vertices left or so.
But whatever i try, i cannot make it stick onto that stab, it just falls through.
If i were using a sphere collider, or would make the mesh collider convex, it collides, but in this case, i am loosing my hole, what i don’t want…

I have a rigidbody on my bead, and a capsule and a box collider making up the end, where this bead should be put onto.

This could be due to a phenomenon sometimes known as “tunneling” in game physics. Concave mesh colliders are especially at risk of having this problem when put against almost-parallel geometries.

Here’s something you should try: Instead of using a donut-shaped mesh collider for your bead, use multiple primitive colliders. Primitive colliders are WAY more performance-efficient than concave mesh colliders, so don’t be afrait to add many. Try something like this (all the green parts represent sphere colliders):