Enemy not going up during attack animation

so i’ve got a very basic game, in which I have a basic enemy and player sprite. The problem is that even though the attack animation makes the “graphics” compnent of it go up in relation to the parent, it doesn’t do so. Everything else works though.

Heres the script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Enemy : MonoBehaviour
{
    private GameObject wayPoint;
    private Vector3 wayPointPos;

    public float speed;
    Animator anim;
    bool CanMove;

    void Start()
    {
        wayPoint = GameObject.Find("wayPoint");
        anim = gameObject.GetComponent<Animator>();
        anim.ResetTrigger("Attack");
        CanMove = true;
    }

    void FixedUpdate()
    {
        if (CanMove)
        {
            wayPointPos = new Vector3(wayPoint.transform.position.x, transform.position.y, wayPoint.transform.position.z);
            transform.position = Vector3.MoveTowards(transform.position, wayPointPos, speed * Time.deltaTime);
            transform.LookAt(wayPointPos);
        }
    }

    void OnTriggerEnter(Collider other)
    {
        if (CanMove)
        {
            Debug.Log("Attack");
            anim.SetTrigger("Attack");
            StartCoroutine(Attack());
        }
    }
    IEnumerator Attack()
    {
        CanMove = false;
        anim.SetTrigger("Attack");
        yield return new WaitForSeconds(1);
        CanMove = true;
        anim.ResetTrigger("Attack");
    }
}

I have a box collider, rigidbody, and a trigger box collider.

Thanks in advance!

Check collider type.
If you’re working with sprites, I assume you are using 2d collider.
If that is true, change on trigger enter method

 void OnTriggerEnter2D(Collider2D other)

@alexc847