I have a character controller that "dies" when it collides with a hazard tagged trigger and is then repositioned (by manually setting the transform) to a safe known location. This is all good except on the next frame it will register another collision event (OnTriggerStay) even though it is no longer colliding. I figure the physics engine is trying to be smart and doesn't know that the transform has been moved (especially since I did it manually). So is there a way to purposely dirty a collider for physics calculation updates (assuming that is indeed my problem )? Thanks! C.J.