Hi, I have a scene created in Unity 4 that does some overlap detecting in edit mode. To do that, I use OnTriggerEnter, OnTriggerExit, and OnTriggerStay in a component that has [ExecuteInEditMode]. In Unity 4, everything works great. When I move a GameObject that has my component, things get done. However, importing this scene in Unity 5 completely breaks everything. When I move my GameObject, I no longer enter my various trigger functions. However, Update() gets called, so ExecuteInEditMode does work. Is this intentional? Is there another way, in edit mode, to detect what is overlapping my GameObject? Thanks!