Crazy Collsion Bug

My arm collider is registering collisions with a sword collider that’s on the other side of the map. About a minute after the map starts the arm registers collisions continuously even though neither collider is moving… I really don’t understand. I’ve confirmed that the colliders are definitely away from each other when the collision happens. My collisions work fine otherwise. Is there some kind of weird bug with collisions?

Code for the arm collider:

    void OnTriggerEnter (Collider other) {
        if (other.tag == "weapon")
        {
         //checks to make sure this sword isn't ours
            if (other.gameObject.transform.GetInstanceID() != blade.GetInstanceID())
            {
                if (Time.time - lastBlood > .5)
                {
                    lastBlood = Time.time;


                    Object tempBlood;
                    tempBlood = Instantiate(effect, transform.position, transform.rotation);

                    other.SendMessage("Stop");
                    hit.Play();
                }
            }
        }
    }

Is the arm collider making contact with any other objects while this is happening? Like holding another object or anything like that?

yes I have a collider for the upper arm, a collider for the sword and a collider for the chest. the arm is colliding with all of these but they don’t have the weapon tag and i have confirmed with output that the effects are caused by the sword across the map.

WIN 7 Pro, Unity 2.6.1, IE8
I too suspect that there are collisions occuring that are unexpected.

See what you think. I posted at:
http://answers.unity3d.com/questions/20456/terrain-unexpected-collisions-loopidy-loops
…and did not get the usual prompt answers
I listed a few potential reasons and a few things I tried that improved the situation, but not 100% resolution.
from reading your post I would check if the sword far away is possibly a parent or child of one of the gameobjects you mention.

…I am now adding code to test what my vehicle is colliding with while running on empty terrain.

It might be a good idea to file a bug report for this (menu: Help > Report A Problem).

I am not convinced yet that it is a bug. But I am concerned that the more experienced individuals who usually kick in with their thoughts and advice, are missing in action. I happen to be in a hiatus at this time that keeps me away from spending time testing. I will resume soon and post my results.

I did find a post that refers to the problem, I think. Have not explored it yet.

http://answers.unity3d.com/questions/2502/limiting-rigidbody-velocity

I have listed my findings and resolution on the mentioned thread:

http://answers.unity3d.com/questions/20456/terrain-unexpected-collisions-loopidy-loops