Detecting mesh collisions after the fact (overlap)?

Is it possible to detect when two colliders overlap but NOT due to a collision? I have a time travel mechanic that involves enabling/disabling large portions of the scene. From the player's perspective, he can travel forward/backward in time and the scene changes around him, but his position does not. This means he can easily end up inside a rock or a wall. I need to detect that overlap and correct it.

I can do this manually with a series of ray collisions on each axis to determine if the player is stuck inside a collider, or if a collider is stuck inside the player, but it's a little clumsy and possibly slow or prone to errors. Is there any way to leverage PhysX to do this for me?

Haha, that was easy. Just made the player a rigid body with appropriate controller, now PhysX takes care of the problem for me. There's a few corner cases I need to check for but those should be easy.

You can detect by raycasting from the camera :

RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Camera.main.WorldToScreenPoint(detectedPos)); if(Physics.Raycast(ray,out hit)){ //overlap } else{ //not overlap }