Trigger Bug That Doesn't Activate When Player Is Still?

I’ve been reading up on stuff and looking for a solution but nobody seems to have any info on solving this problem. Is this an issue or a bug with Unity?

What I’m attempting to do is, I have a trigger that is hidden and when the player is standing inside, I do some various sequences in the script then after so many seconds I unhide the trigger but since the player is standing still, it doesn’t get triggered.

I’m aware of OnTriggerEnter and that the player must be moving when entering a trigger for it to work. Also I’m aware of other methods of OnTriggerEnter if it is on a moving object then the trigger must have a rigid body. I’m already using these things in my test levels.

I just have no idea how or if it is even possible to have the player activate a trigger that is unhidden once the player is already inside and not moving. This is the only option I have in order to get this certain sequence to work. The player cannot move nor can the trigger move.

Is this some type of bug on trigger functionality on Unity’s part? It seems like a simple thing that should just work. Any help is greatly appreciated.

I couldn’t replicate the problem with 3D Physics.

With 2D Physics, I found that a non moving player object would register trigger events on enabled colliders if it’s sleep mode was set to “Never Sleep”

I found a solution that works. Kind of hacky but works. I just shake the trigger up and down on the Y axis every time I unhide it that way movement is detected since the player is already inside when I unhide the trigger each time so it works that way.

You capsule also do an overlap sphere or sphere cast.