I have two mesh colliders in my scene, and they share pretty much the same position. Only one is ever active at any one time.
When I first load my scene, only one is active, but in the scene inspector I can see both when I select them (I added some gizmos code to show the collider bounds as well). This is not the problem I am having, I want to be able to see the collider volumes even if inactive.
After scene load, if I manually activate the inactive collider, then deactivate it, I can no longer see the bounds like I did when I loaded the scene.
I am trying to understand why this happens, and how to prevent it if possible. I need to spherecastall against these, and expect to see both results regardless of if they are active or not (as spherecastall does).
So, what is happening when I trigger the active state of a collider AFTER the scene has loaded??? how can I keep the collider active for raycasts without being active for collisions with other colliders?