detecting only one trigger collider on a gameobject

i have two game objects in my scene that both have 2 colliders on them, a sphere collider for actually colliding with objects, and a field collider (which is set to trigger) the issue is, when i want to test if two of these objects are in proximity (aka their main collider overlaps with the other objects trigger collider) it tests both the trigger collider AND the regular collider, how can i get it to only test for one collider entering the trigger field,

What are you using to test this? That’s an important bit of information we need. Said method may have a way of filtering results.

I expect the solution is to put the colliders on different layers, and use that to filter out the expected results.

(disclaimer: both the objects need to be identical) i am testing by adding a sphere collider (which extends well past their real colliders), to both objects, and adding a ontriggerenter to the script that is on both of them, as well as an ontriggerexit, i made a list which is added to every time something enters the trigger and removes every time something leaves , the way i ended up doing it, was just testing of the object im colliding with is itself a trigger, but this is kinda a bandaid for a larger issue which is i cant tell what im colliding with when using the method, ontriggerenter, i think i will probably do the layer solution as that is a bit more robust and allows for more customization