OnTriggerExit is getting called even tho neither object moves

Hello All,
I have an Static Trigger Collider that is a child of my camera which has a kinematic rigidbody. I use this trigger collider to activate gameplay objects when they enter it and deactivate them when they leave it. The gameplay objects that are being activated and deactivated have Static Non Trigger Colliders. Now this works most of the time, in that my gameplay objects are activated when they enter the activation collider and deactivate when they leave it. The problem is that sometimes when the gameplay objects are inside the activation collider and neither the gameplay object or activation collider is moving or changing in any perceivable way, I will get an OnTriggerExit() event on the gameplay object indicating that it had left the activation collider even tho the transform of neither object changed.

Why would this happen? What can I do to prevent this from happening.

Thanks,

@yardlevy I’m new to Unity (using v5) so don’t quote me on this, but I experienced the same thing when I had two colliders on the same object - one that was for physics collisions and the other just a trigger. When I moved the physics collider to a child object the problem vanished.
I think this tutorial mentioned something about it: https://unity3d.com/learn/tutorials/projects/stealth/single-doors?playlist=17168