Does not detect collision unless the colliders are moving.

So I have some objects(With Colliders) arranged in a circle, and those object can rotate around that circle if i press a button. Then there is a separate collider(with a rigidbody) in that circle that does not rotate with those other objects but, the whole thing follows(rotates) the mouse (just for aiming)
Now when I press a button and the objects move, one of them collides with that single collider and that should trigger a collision and make it “active”(Make it change its color)(or trigger a trigger… tried both ways). But it doesn’t do that untill i move my mouse,so the whole thing rotates with the objects and the separate collider at the same time, and only then the collision/trigger is registered.

I even put a OnCollisionStay function there, and a DebugLog, and again, the DebugLog message gets printed only when the mouse is moving, so that means that the collision is registered only when the colliders themselves are moving.

I know that rigidbody goes to “sleep” if it doesn’t do anything, but my colliders are intersecting each other and colliding continuously but the collision is not registered untill both colliders are actually moving.

Any ideas on whats going on and how to solve/go around it?

Thanks guys,

this one is solved by checking collider.bounds intersect function the other collider.bounds, it could be done in the update

check scripting reference, it is really odd to not find the solution there