I have a player gameobject that has a third party component in a child object that contains - amongst other things - a giant trigger sphere collider so that matching components can know when the player is in range of things. The problem is that my player object already has a Capsule trigger collider that is supposed to be triggering my own things at a much shorter range, like stepping through doorways, etc. My Trigger Collider stuff is now being triggered by the larger sphere collider since both are triggers.
Does anyone know of a good way to have my code differentiate between these colliders? I tried turning my collider into a non-trigger collider but then crazy physics got involved.