Trigger/collider problem

Hi, i have a setup of 7 triggers on a circle floor rotating round with 2 scripts on them . I have a box with a ridgedbody. So when the triggers rotate and hit the box it will call the scripts on the triggers. This does not seem to work.

1st Script CODE:

function OnTriggerEnter (other : Collider) {
if (other.CompareTag (“Player”)) {
SendMessageUpwards (“SetClose”);
}
}

function OnTriggerExit (other : Collider) {
if (other.CompareTag (“Player”)) {
SendMessageUpwards (“SetFar”);
}
}

2nd Script CODE:

var customButton : GUIStyle;

var close = false;

function SetClose () {
close = true;
}

function SetFar () {
close = false;
}

function OnGUI () {
if (close) {
if (GUI.Button (Rect (300,900,150,100), “Menu”, customButton)) {
Application.LoadLevel(“”);
}
}
}

If i replace the box with a fps controller and walk around the triggers work ok, Is there anyway of making this work with having the box staying still?

I had a similar problem, the object I was trying to collide with wasn’t triggering. I found out that if the object isn’t moving it doesn’t detect the collision. I solved this problem by adding a rotation script to the object that rotated the box around at a speed of like 0.0001f so it was never seen. Also, try and put some print logs in there and see what tag is being hit or try a OnTriggerStay that may work.