IsTrigger checked, but Collision still occurs

For Unity 2020.1
As title says,
IsTrigger is checked, but I still get collision. Here is a video demonstrating it. Maybe I’m missing something…

-Larpushka

What’s controller your character’s movement? Is it some kind of script that tests whether it can move to a certain place? Or are you just calling AddForce on the player’s rigidbody to move them around? My assumption would be that you’re doing something like raycasting or an overlap check to test whether you can keep moving, and those things can still hit trigger colliders.

Try dropping a block onto the bug. Just a block that uses gravity, and has a non-kinematic rigidbody. I assume it’l go through the trigger collider just fine.

Okay, you seem to be right about the fact that the problem is with the controller of the character movement. It’s this free asset:

I don’t see anything there that could interrupt with the trigger, but my understanding of Unity isn’t deep enough.

I’d look for anything that uses the Physics system. Either Physics.Raycast, Physics.Overlap, etc, but that’s just a guess. I’m not familiar with that package. Or maybe the controller has some setting on it to ignore triggers?

Seems that package has an active forum for it, though, so it might be best to ask there.

I was using the same controller and had the same problem did you ever fix it?