Rigidbody passes through Collider

I have a rigidbody with a mesh collider that is basically a ring around a pole (my collider). My problem is that once i start up my scene, physics causes the ring to fly off of the pole once it hits a stopper at the end of the pole.

My question is, how do i keep the ring from leaving the pole. I’ve tried using a box collider and a mesh collider on the pole, but neither seem to prevent the ring from leaving the pole. From what i’ve read, i’m not allowed to use a meshcollier on both the pole and the ring, so if i do use the box collider on for the pole, am i ok to use the mesh collider for the ring?

Also, would it be better to create a script to keep the ring on a particular axis?

Thx for any help

Are you moving the ring by applying forces to its rigidbody or by changing its transform.position value with code? If you apply forces, the collision should usually be handled correctly. If you are moving the ring’s position, the physics will not respond the initial collision, but when you stop moving, the overlapping colliders might propel the ring at speed.

There aren’t all that many satisfactory ways to combine physics and kinematic animation. If you are moving the object yourself, you will get better results if you detect the end of the pole from its position using a bit of maths in the script.