It's my understanding that checking "Is Trigger" on a collider should allow rigid bodies to pass through without collision prevention, but my trigger isn't doing that consistently. The player cannot pass through, but other objects can.
The trigger is a cube primitive with "mesh rendered" unchecked so that the cube won't be visible. The cube has a box collider with "is trigger" checked, and also a script. The script currently doesn't do anything except output from Debug.Log in OnTriggerEnter() as a test.
Primitives are able to pass through. The test is just a basic Unity sphere with all the default settings, including a sphere collider. The only change was that I added a RigidBody.
Imported models also pass through. I have a simple .blend model with a rigid body and box collider.
The player does not pass through. The main difference between the player's object and the other imported model is that the player is using a custom mesh collider which is different than the player's rendered mesh. The rendered mesh is the game object and the low-poly collision mesh is a child of that object.
I've tried several variations, including switching the player from a mesh collider to a box collider, and also moving the box collider to the main mesh rather than a child mesh, but the results are the same. The player stops moving as soon as he hits the location of the trigger's box collider.
Any ideas are appreciated. Thanks in advance.
MORE INFO:
Here's a screenshot of the scene layout, with the invisible trigger collider selected.
Also pictured is the hierarchy showing that the trigger collider ("Jump Pad Trigger") has no children. On the right is displayed every component that the trigger object has. I've also moved the collider from its original location several times to prove that it's not another object in the scene that the player is colliding with.