Collisions not working on same layer

I am using Unity 6000.0.39f1 and I’m having some very weird problems in my project.
Firstly, I keep getting a message about a memory leak caused by something using Jobs, but that is an entirely different issue. When I figure out what it is that’s using jobs thats causing the problem I’ll address that, I only mention it in case someone knows if that issue might be affecting colliders.

I have been using Unity for quite a few years, so I understand how the Physics Layer Matrix is supposed to work, and so I use it. I currently have only two objects, the player and the enemy which are both on the Default layer and Default layer can interact with itself.
They both have a Rigidbody, the Rigidbody isn’t set to not be kinematic or anything, but my player can pass through the enemy. They are not set to ignore collisions from the layer they are currently on.
I’m also using the Cone Collider asset as a trigger and it won’t detect the player object, but it will detect others. This is only happening in this project. I am not doing anything particularly interesting with these objects, the enemy is literally sitting there and the player moves by velocity calculations applied to the Rigidbody.

I think 39f1 Physics is broken, I tested here and my rigidbody based character that instantiate in the air was not falling, tested a few things but didnt even waste much time on that, I got back to 38f1 and it’s working fine again

I was starting to think the object itself is broken so I replaced the components and now it’s working again. This must be a bug.

In my case, I have no idea why but it changed the physics SDK to none… that’s why my character was not falling