Destroy gameObject leaves behind collider?

I am using a Sphere collider as a trigger to prompt the player to interact with an object. The parent object has a script to handle the destroy function and several child objects - neither the parent or the child objects have colliders, they have AudioSources, but no Rigidbody.
The Sphere collider is a child object and has a script attached.
That script instructs the parent script to destroy itself and this is working. Sure enough, the object disappears from the scene when the right conditions are met.

The problem is, it is leaving behind something invisible which is acting as a collider so the player character can’t walk into the (now) empty space where the object formerly existed.

Can anyone give me an idea what is happening here?

The code for the removal function is as follows:

public class FFS_RemoveMe : MonoBehaviour {
 public float removeTime = 0.0f;
 public AudioClip briiing;
 public GUIText displayText;
 // Use this for initialization
 void Start () {
 
 
 
 }
 public void destroyMe(){

 gameObject.audio.PlayOneShot(briiing);
 Destroy (gameObject, removeTime); 
 
 }

    void Destroy(){
 
 }
}

The calling script is:

faulty.SendMessage(“destroyMe”);

faulty is a public gameObject type which is set to the parent gameObject in the Inspector.

Strange. Have you tried to inspect hierarchy & inspector tab to ensure the game object fully disappeared? Check whether there is an object has collider in that “empty space”