boxCollider and SphereCollider (trigger); erratic behaviour

Guys, it is me again with a new problem!
Today i made my first AI script for my no too handsome enemy “Bobby”; he will help me to learn about AI and other stuff.

Bobby was made using an empy gameObject (with rigidboy and boxcollider attached) which nest the animated body that i made in 3Dmax, and another empy gameObject which has attached a spherecollider (trigger that i use as a field of view):

gameObject + rigidBody boxCollider (father)
— Skinned mesh renderer (Bobby’s body) (son 1)
— gameObject + sphereCollider (it’s a trigger) (son 2)

My problem isn’t the AI script but the behaviour of Bobby when i shoot him.
If i disable son 2 (ameObject + sphereCollider), Bobby falls when i hit him; if son 2 is active, Bobby try to fall but something keep him stand (if i pause the game and deactivate son 2, when i resume the game, Bobby falls).

I try:

  • Ignore collider between father and son 2: fails
  • I considered the posibility of collision between father and son 2: fails.

The script of my AI script has nothing to do; make Bobby turns to the player when it get closer.

Any ideas? suggestions?

NOTE: son 2 belongs to ignore raycast (because my player uses raycast to aim)

Thanks for read me and decoding me!!!

EDIT:-------------------------
I forgot to tell that boxCollider was put in “father” allowing Bobby to collide; so the box’s dimensions are nearly like the human being.
About sphereCollider, as i mentioned, is a trigger and its radio is about 15 meters (centered at 0,0,0 of his father).

Are you saying the sphere collider acts like a normal collider instead of a trigger? If so, does any other object collide with the sphere or does it usually work correctly? Are you attaching the child objects, the colliders or the parent’s rigidbody at runtime rather than in the editor?

I need to clarify one point: if i get closer (i mean, i step into the spherecollider area), Bobby try to face me and, because of that, when i push him or shot him, he does an epeliptic movements. It’s all right because of the script.

The problem happens outside of the sphere’s radius; i shot him from there and he tries to fall, but he doesn’t… until i uncheck the spherecollider at runtime.

Answer you, the sphere allows me to step into, and allows other objects to get into, so it is evidently for me the sphere doesn’t act as a collider. However, it doesn’t want to fall down.
Nothing is attached at runtime… and the last change i did, was replacing boxcollider for a capsulecollider; i was looking for reduce the contact area with the gorund… but nothing changed.