title: Solve collisions outside of the normal physics cycle
body: <p>Is there a way to test and resolve collisions outside of the usual collision system?</p>
  
  <p>There is a situation where I want most of the game objects to collide using the basic filters system unity provides.</p>
  
  <p>But a very special group of objects (within 4 different layers) will behave differently and collide in some situations differently.</p>
  
  <p>I will add child objects with circular triggers to serve as the broad phase, then I would like to call the engine's collision resolution only if the objects are supposed to collide.</p>
  
  <p>How should I proceed to trigger the collision resolution manually?</p>