2D trigger with rigidbody2d reacts as if it had physics.

I’ve been stumped on this for a while now. I have cars with a trigger in front of and behind them, they are listening for an OnTriggerEnter function that does something. The triggers have a Kinetic Rigidbody2D and a are a child of the car object. The car object has it’s own collider and dynamic rigidbody2d for regular collisions with physics.

This works how it’s expected most of the time, except for a couple instances when I instantiate a car going up the Y axis, then for some reason the child trigger objects are colliding as if they had physics, the OnTriggerEnter function is called, but they physically collide. the car going upwards is basically just a duplicate of the ones going along the X axis, which always work fine, so everything should react the same I would assume. Perhaps there is something that I don’t completely understand, so I’m coming to you. What could be going on?

Please let me know if you need more information.
Thank you,

Your going to have to post some code and some screenshots. I also recommend reading the collider doc about a dozen times.