OnTriggerEnter / OnTriggerExit buged or what?

Hello
I’m wondering if OnTriggerEnter / OnTriggerExit buged or what on version 4.2.2?

I have created an empty GameObject, attached a sphere collider, IsTrigger = true, attached rigidbody, use gravity = false and iskinematic = true

attached a script that have only OnTriggerEnter debuging “Entered” and OnTriggerExit debuging “Exited”
only trigger if my character transform enter/exit the collider limits
I was caching my character transform to a static variable

OnTriggerEnter runs normally, but OnTriggerExit sometime get triggered and sometimes not
Even worse that sometimes while staying within the collider limits I get a message that I have exited followed by entered instantly
Other times I enter and “Entered” is debuged, I exit but I don’t get “Exited” , I wait a while outside collider limits then suddenly I see exited, doesn’t happen most of the time, mostly I never get exited

I got suspicious that it is something in my scripts so I decided to create a new game object with collider and rigid body as above and gave it a new tag that I created only to test this and parented it to my character and used the following code

    void OnTriggerEnter(Collider other)
    {
        if (other.tag == "SpawnActivatorTrigger")
        {
            Debug.Log("Entered");
        }
    }
    void OnTriggerExit(Collider other)
    {
        if (other.tag == "SpawnActivatorTrigger")
        {
            Debug.Log("Exited");
        }

    }

But same broblems, OnTriggerExit works a few times but doesn’t work most of the time and still it get fired sometimes even if I still within the collider boundary

Anyone else having this issue ?

Anyone can confirm this ?

May be because I’m using too large collider ? it will be between 150 to 200 radius

I was trying to improve the performance of my game by having OnTriggerExit events but it doesn’t work so should I check the distance instead of using triggers ?
If I’m using Vector3.Distance to get the distance on an Update, is it more resources expensive to use than using a trigger or the opposite

I’d appreciate any help
Thanks

Can confirm this… OnTriggerExit doesnt get fired all the time… will switch to distance checks as well…