Collision detection issue

Hey, I am a total newbie when it comes to unity and coding and I’m trying to make a frogger type game.
I’m having trouble with my player not detecting vehicles, and I can’t seem to find a solution. It was working before I started to mess with the water, but even after un-doing all that, it still doesn’t work.

Thanks in advance for any help!

 void Update()
    {
        if (playerIsAlive == true)
        {
            x = Input.GetAxis("Horizontal");
            y = Input.GetAxis("Vertical");

            if (x != 0 || y != 0)
            {
                if (!isWalking)
                {
                    isWalking = true;
                    anim.SetBool("isWalking", isWalking);
                }

                Move();
            }
            else
            {
                if (isWalking)
                {
                    isWalking = false;
                    anim.SetBool("isWalking", isWalking);
                }
            }
        }
    }

    void LateUpdate()
    {
        if(playerIsAlive == true)
        {
            if (isInWater == true && isOnPlatform == false)
                {
                    KillPlayer();
                }
        }

        
    }

    private void Move()
    {
        if (playerIsAlive == true)
        {


            anim.SetFloat("x", x);
            anim.SetFloat("y", y);

            transform.Translate(x * Time.deltaTime * moveSpeed, y * Time.deltaTime * moveSpeed, 0);
        }
    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if(collision.transform.GetComponent<Vehicle>() != null)
        {
            KillPlayer();
            print("hit");
        }
    

        else if (collision.transform.GetComponent<Platform>() != null)
        {
            transform.SetParent(collision.transform);
            isOnPlatform = true;
        }

        else if (collision.transform.tag == "Coin")
        {
            playerCanMove = false;

        }

        else if (collision.transform.tag == "Water")
         {
            isInWater = true;
            GetComponent<AudioSource>().PlayOneShot(drownNoise);

        }
    }

        

        void OnTriggerExit2D(Collider2D collision)
    {
        if (playerIsAlive == true)
        {
            if (collision.transform.GetComponent<Platform>() != null)
            {
                transform.SetParent(null);
                isOnPlatform = false;
            }
            else if (collision.transform.tag == "Water")
            {
                isInWater = false;
            }
        }
    }

    void KillPlayer()
    {
        playerIsAlive = false;
        playerCanMove = false;
        isWalking = false;
        GetComponent<SpriteRenderer>().sprite = deadSprite;
    }

You have to make sure that your player and any objects you want it to collide with have a 2D collider set to “IsTrigger” and also have a Rigidbody2D component.