3.2 gives no OnTriggerExit when collider is parented

I did some tests with collision events and parenting. here what I found out so far :

(1) Consider a trigger collider (box) and a kinematic nontrigger collider (capsule) with a script handling OnTriggerEnter events. Let the two colliders overlap (maybe from start). When the nontrigger’s transform.parent is changed (or even assigned to the value it already had), OnTriggerEnter is called. This even happens when we do a “transform.parent = transform.parent;” !

(2) Same situation, but the second collider is non-kinematic. In this case,when we assign the parent, OnTriggerEnter is not called immediately but the next time the object moves.

(3) In both cases, when we change the parent within OnTriggerEnter (without the do-this-only-once fag HiPhish proposed), the object gets OnTriggerEnter-happy and calls OnTriggerEnter all the time while the object is within the trigger (case (1)) resp. in the trigger and moving (case (2)).

(4) In case (3), when the object eventually leaves the trigger, the flood of it OnTriggerEnter stops but OnTriggerExit isn’t called at all.

I get no exit calls when exiting a compound element. I get the enters perfectly fine for each compound.

Was this ever solved? Is this intended behavior? I’m using Unity 4 and I can’t get trigger exits to fire when parented to the object. The enters work just fine and dandy.