charactercontroller.move ignores walls

hi,
I’m new to unity and just ran into a problem and I can’t seem to find the cause. I have a 2D top down game and I’m using CharacterController.Move to move ‘enemies’, but these enemies ignore my box colliders, the walls. I’ve read numerous answers on this forum telling me to use CharacterController.Move because it won’t ignore collisions but somewhere somehow it goes wrong for me.

The box colliders works for the user-controlled ‘player’, which uses rigidbody2D and its own box collider.

Both ‘is trigger’ and ‘used by effector’ is disabled on box collider.

However the box collider is Instantiated from another script, and is from start that of type ‘Texture 2D’, does this have any impact?

In the following script im using an IEnumerator to generate movement, but i still have CharacterController.Move in my FixedUpdate function to be updated every physics frame. Only the velocity vector variable is decided in the IEnumerator. This shouldn’t be the cause of the problem, right?

Thank you for your help!

	private CharacterController cc;
	public int movSpeed = 10;
	private Vector2 volo = new Vector2(0,0);

	private Vector2 spawn;
	public int spawnRadius = 15;
	private Vector2 targetPos;

    void Start () {
	cc = GetComponent<CharacterController> ();
	spawn = new Vector2 (cc.transform.position.x, cc.transform.position.y);
}

void FixedUpdate () {
	if (vel0) {
		vel0 = false;			
		StartCoroutine (WaitPause ());
	}
	cc.Move(volo * Time.fixedDeltaTime);
}
IEnumerator WaitPause() {
	yield return new WaitForSeconds(Random.Range(1,4));
	volo = Vector2.zero * 0;
	yield return new WaitForSeconds (Random.Range (1, 5));
	targetPos = spawn + Random.insideUnitCircle * 1;
	Vector2 dir = targetPos - new Vector2(cc.transform.position.x,     cc.transform.position.y); // curr pos as vector 2
	if (dir == Vector2.zero) {
		dir = new Vector2 (Random.Range (0, 10), Random.Range (0, 10));
	}
	volo = dir.normalized * movSpeed;
	vel0 = true;

}

the CharacterController is a 3D physics object which won’t collide with 2D colliders.
further note: Move of the CharacterController is used in Update, not FixedUpdate