void OnTriggerStay(Collider other)
 {
     if (other.gameObject.CompareTag("TARGET_PLANET"))
     {
         ProbeMonitor.SendProbeTriggerEvent(probeType, TriggerType.TRIGGER_STAY);
     }
 }
 void OnTriggerExit(Collider other)
 {
     ProbeMonitor.SendProbeTriggerEvent(probeType, TriggerType.TRIGGER_EXIT);
 }
 // from docs: https://docs.unity3d.com/ScriptReference/Rigidbody.OnCollisionEnter.html
 // Collision events are only sent if one of the colliders also has a non-kinematic rigidbody attached.
 void OnTriggerEnter(Collider other)
 {
     ProbeMonitor.SendProbeTriggerEvent(probeType, TriggerType.TRIGGER_ENTER);
 }