Rigidbody Using Mesh's Generated Collision?

Hey, is it possible to use the generated colliders from the importer with a rigidbody? I Know I can use a mesh collider, but in most cases it’s positioned wrong and there’s no position parameters to edit in the Mesh collider

Have you tried adding a rigidbody? I’ve never had problems adding rigidbodies to colliders.

What do you mean “it’s positioned wrong”?

Well, here’s what my issue is:
I have a crate model, that I want to use as Rigidbody. It has Generate Colliders checked in the importer and it’s collision is good, but once turned into a rigidbody, it would fall through the ground, so I have to add an aditional collider from Component → Physics. Now if I add a box collider, it won’t be really accurate, because the crate isn’t a perfect cube, it has details and stuff on it. So I have to add a Mesh Collider from Component → Physics again, no matter if the model already has one when dropped into scene. The mesh collider however does not have X,Y,Z position parameters, so I cannot position it and it’s positioned a little bit away from the actual model, so the collision would be awful. That does not happen with game objects, created from the GameObject menu and I’ve never had such problem with models with Unity 2.6.