I am using the Physics X as physics backend to build for native android and IOS, and i found out that if both rigidbodies with trigger collider attached, they wont generate trigger events like this document provide here. (it works for bullet physics) https://docs.cocos.com/creator/manual/en/physics/physics-event.html
One collider must be non trigger for this to work. @zhangxm Can you please check on this.
Can you please update the document for what PhysX differences compare to Bullet ? There are so many edge cases i found that make the switch between physics engine backend not as seamless and it should be.