colliders not working for unknown reason

I’ve worked with colliders quite a lot but cannot figure out why I cannot detect collision in a new 3D project I’m working on.

I have a character with a non-kinematic capsule collider and rigidbody that walks around the scene and vehicle game objects that contain different cars and trucks with a non-kinematic rigidbody and box colliders as child objects (similar to skycar) that drive around. I would like the collision to trigger an animation on the character but, for some silly reason, I cannot figure out why the characters’ capsule colliders don’t detect any collision, not with the vehicles or with each other. Nothing is set to “is trigger”, I’ve tried continuous and discrete detection, and the layers are set up fine. I’ve included a screenshot and here is my code, which is pretty simple:

    private void OnCollisionEnter(Collision collision)
    {
        Debug.Log("collision with:    " + collision.gameObject.name);
        if (collision.gameObject.tag == "vehicle")
        {
            Debug.Log("a car hit a person");
            anim.SetInteger("state", 6);
            dead = true;
        }
    }

I bet this is a pretty simple problem to solve but I’ve been working on it for hours and just can’t seem to identify where I’m going wrong. This is my first 3D project but, so-far, collision detection has not been such a struggle. I appreciate any guidance, thank you!

Okay, it turns out that my debugs weren’t visible in the console (duh) and everything was working fine. Other issues were that I neglected to change the animation state integer from Greater than to equals, add angular drag, and disable animation looping; these factors made the detection unnoticeable.