Using a hinge joint rigid body and meshcollider

I am trying to make a crane. I thought it would just be easier if you could see it so I recored my screen. http://www.screentoaster.com/watch/stUElTRkdJRFtXQV1YXVhZXl9d/unity

If anyone knows why or how to make it stop doing that please let me know

Don't use a mesh collider. Use an array of children game objects each with a primitive collider on them. And make sure none of them touch the parent object (The orange part), which is probably why it's freaking out like that.

I don't get that so if I use game objects with primitive how would I pick up stuff because if I used like box that would not work correct?

Make a compound collider with two box colliders for the the claw. You may have to parent them to the claw rather than adding them as components in order to get their positioning just right.

The reason your crane is freaking out like that is because the mesh collider is overlapping the collider for the orange part. So you somehow need to make is so the claw colliders don't overlap any others in the scene.

Hi,

What I do is I have specific models for the physics mesh that will be used by the physics engine, and to them I attached all the pretty models for visual effect, this way I can have very complex mechanical systems with optimized mesh for colliders. Theses models I use for the physics of course do not overlap.

hope it helps,

Jean