Box collider not colliding on top

I am using a box collider on my objects to detect collision between the player and a gameobject.

The player can pick up coins, etc… When a coin comes at the player from the front, back, or sides of the player, it collects the coins just fine…

But my problem is that I have a Power-Up that attracts the coins to the player, kind of like a magnet.

Here is the code for that:

		if (attraction==true  canAttract==true){
			float difference =Vector3.Distance(transform.position,playerobj.transform.position);
			//Debug.Log(this.transform.position+" "+playerobj.transform.position);
			if (difference<nDifferenceValue){
				//Debug.Log("IN range.");
			Debug.DrawLine(this.transform.position, playerobj.transform.position);
			//transform.Translate(Vector3.back* Time.deltaTime * speed,Space.World);
				//transform.position=Vector3.MoveTowards(this.transform.parent.position, playerobj.transform.position, 2*Time.deltaTime);
			//transform.Translate(Vector3.MoveTowards(this.transform.parent.position, playerobj.transform.position, 2* Time.deltaTime),Space.World);
			  //transform.position = (playerobj.transform.position - transform.position ).normalized * 2 * Time.deltaTime;	
			 this.transform.LookAt(playerobj.transform.position);
			 this.transform.Translate(Vector3.forward * 2 * Time.deltaTime);
			}
			else {
				transform.Translate(Vector3.back* Time.deltaTime * speed,Space.World);
			}

I have that in the Update function.

The problem is that if a coin is attracted from above the player, and hits the top of the box collider, all it does is continuously ram into the top of my collider. It never detects collision… I have no idea why!

Here is the code for detecting the collision with the player:

	void OnCollisionEnter(Collision otherObj)
	{
		//Debug.Log("Hit Something!");
		if(otherObj.transform.tag == "Player")
		{
			Debug.Log("Hit Player!");
			transform.parent.transform.position=new Vector3(0,0,-15);
			otherObj.transform.GetComponent<Player>().AddScore(nValue);
			//Destroy(this.gameObject);
		}
	}

My Player object has a Rigidbody with “IsKinematic” checked, and the Coin object has just a rigidbody that is not kinematic and its X and Y positions are frozen.

Friendly bump… I know SOMEONE has to know the answer to this issue…