Call Function on every object in trigger?

I’m in a bit of an awkward situation right now. I’ve got my enemies, which consist of:
-Enemy Object (Parent)
-Field Of View trigger sphere (Empty Game Object with Sphere Trigger collider, Child)

The enemies (parents) are not colliding with each other (via Physics Matrix in Project options) -that’s an important part of the game and can not be changed.

The Field of View is a sphere in front of the Enemy, which detects when player enters - then it calls the script to check if the Enemy can see the Player and when that’s possitive - Enemy will start chasing the player.

The Question:
How can I make another trigger (another Sphere around the enemy) which detects all enemies in it’s radius and alerts them (simpl calling function Alert() on nearby Enemies) when the Parent of trigger sees the player?

NOTES:

I know about the Physics Overlap Sphere, but with no collisions between Enemies, it can’t see other enemies (derp). I thought about creating a second trigger sphere (in Empty Game Object), but I don’t know if it would see more than one collider and/or if it won’t act wierdly with the Field Of View trigger alread on the same parent.

Umm… help…?

OK, doesn’t matter - made a detour.

Instead of finding all enemies around, I grouped them as children of Empty Parent Game Objects (named “Divisions”). When an Enemy of one Division sees the Player, it sends the call to all children through a Division.

Works quite well if you have enemies grouped in areas, like in my project. :wink: