Camera being affected by sphere collider triggers

Hey all,

I have a strange problem, maybe I’m missing something obvious, but I can’t seem to figure it out.

I have an FPS controller with a camera attached. On the camera is a rigid body. This rigid body uses both gravity and is kinematic (in fact, this is simply the default FPS controller that comes in Standard Assets with Unity 5.1.1).

Now, I have a bunch of sphere colliders in my scene, about 400 or so. They are set to Triggers, with a radius of 100. At the scene opening, the camera is inside about 140 of these triggers. I have routines for OnTriggerEnter and OnTriggerExit (nothing in OnTriggerStay, so there is nothing continuously firing).

I’m given to understand that since I have these set as triggers, they should have no effect on the physics of the camera. However, as I move the camera, it weaves around like it’s my drunk uncle. Sometimes the controller even gets pushed through the floor.

I’ve definitely isolated it to those triggers. If I turn them off, the camera moves around just fine. And it’s nothing inside the scripts either, I commented them out, and the weaving behavior continued regardless. So it really seems to be that the colliders are affecting the camera, even though the docs say they shouldn’t be.

So what gives? What am I doing wrong? Why is the camera movement being affected by these sphere colliders that are set to be triggers?

Thanks for any help. Probably just something dumb I’m doing.

I know its been too late but I ran into this problem too recently
just make sure your trigger and camera are in same layer this fix it for me