rotation seems to happen later in the frame... is there a workaround?

I’m rendering objects to voxels using Physics.CheckSphere or OverlapSphere on colliders. It works fine as long as the object doesn’t have to rotate or move. Unfortunately I need to rotate the object. Is there a way to force the transform to update?

Here’s my code, Thanks!

  private void RenderFreshTestCollider()
        {
            var colliderGO = new GameObject("test go");

            BoxCollider boxCol = colliderGO.AddComponent<BoxCollider>();
            colliderGO.transform.localScale = Vector3.one * 6f;
            colliderGO.transform.Rotate(45f, 45f, 45f);

            RenderCollider(boxCol, Color.magenta, true);
        }

        private void RenderCollider(Collider collider, Color color, bool overwrite)
        {
            var list = new List<Vector3>();

            Vector3Int min = Vector3Int.RoundToInt(collider.bounds.min);
            Vector3Int max = Vector3Int.RoundToInt(collider.bounds.max);

            Debug.Log("collider.bounds.min " + min.ToString() + " collider.bounds.max " + max.ToString());
            // collider bounds result (0, 0, 0)  (0, 0, 0) 

            for (int x = min.x ; x <= max.x; x++)
            {
                for (int y = min.y; y <= max.y; y++)
                {
                    for (int z = min.z; z <= max.z; z++)
                    {
                        if (Physics.CheckSphere(new Vector3(x, y, z), 0.5f))
                        {
                            list.Add(new Vector3(x, y, z));
                        }
                    }
                }
            }

            Debug.Log("list.Count " + list.Count);
            // result 1

            voxelCore.AddEnvVoxels(list, Vector3.zero, color, overwrite);
        }

Thanks everyone! I found the answer here:
https://forum.unity.com/threads/is-there-a-way-to-manually-update-a-collider-position.699713/