I have a large primitive convex collider (A), and within that collider an internal trigger collider (B). I’m trying to instantiate an object within the trigger zone (B) that will ignore collision between the instantiated object and collider (A) using OnTriggerEnter. The trouble is the physics frame kicks into action before the ignore events are executed and the objects gets pushed outside of collider (A)'s bounds.
Whats the best approach for this? I want to avoid ignoring collision on instantiated and have it as a trigger event when within the ignore bounds.
From my understanding OnTrigger is called before OnCollision which is pushing the object outside. So why isnt my ignore being executed in time?
Many thanks.
So neither your collider A nor collider C (instantiated object collider) is a trigger collider? And your OnTriggerEnter script for ignoring collisions is attached to your collider B which is a trigger collider? If you post your code as well we will be able to see exactly what you are doing.
Yep, the problem is that the physics simulation frame is called before onTrigger / onCollision events… I’m trying to avoid doing a custom trigger function with heavy bound calculations in fixed update (which is before physics simulation).

Why don’t you put colliders A and C on different layers and use Physics.IgnoreLayerCollision?
I just need an optimal solution to replace onTrigger events before the physics frame. I’m aware of those methods and they are being used deeper in the process. This is just one element to the problem 
OnCollision/OnTrigger events aren’t happening “during” the simulation–the last physics tick has already completely occurred, and you’re just now getting the results from it. So any changes made will affect the next tick.
I think the best way to think about this is to make it ignore by default, and only not ignore once it leaves the trigger via OnTriggerExit. (Basically just flip the logic around, assuming that works with your setup).