2D collision trouble

Do not TALK about code without posting it. Do NOT retype code. Copy/paste and post code properly. ONLY post the relevant code, and then refer to it in your discussion. Do NOT post photographs of code.

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: Using code tags properly

The most-likely problem:

With Physics (or Physics2D), never manipulate the Transform directly. If you manipulate the Transform directly, you are bypassing the physics system and you can reasonably expect glitching and missed collisions and other physics mayhem.

This means you may not change transform.position, transform.rotation, you may not call transform.Translate(), transform.Rotate() or other such methods, and also transform.localScale is off limits. You also cannot set rigidbody.position or rigidbody.rotation directly. These ALL bypass physics.

Always use the .MovePosition() and .MoveRotation() methods on the Rigidbody (or Rigidbody2D) instance in order to move or rotate things. Doing this keeps the physics system informed about what is going on.