Why multiple (Compund) Colliders and a Rigidbody ignore AddForce?

I am trying to wrap a table using a Compound Collider using a script or simply 5 box colliders (legs and table top). I add a Rigidbody to the table but when I throw a grenade at it, ‘AddForce’ does not send it flying through the air.
If I simply use a Convex Mesh Collider everything is fine but now my grenade can’t go underneath the table. Is there a reason for this?

Well. One thing I can think of is that AddForce should really be called from within FixedUpdate. So, if you call it from update, it wouldn’t really surprise me if it acts in a less predictable manner.

Aside from that, there’s really not enough information to say anything more specific.

Seeing your code and your GameObject setup would be good. I’m using Rigidbodies and compound colliders with AddForce and it works perfectly for me. It’s the basis for how one of my main vehicles works, so my game would be in a bit of a pickle if it wasn’t solid!

Yeah, I have to hunt it down in the code. The AddForce is taking place somewhere in the thirdparty package I’m using, Realistic FPS.