gameObject not detecting collision

Okay, so I got my player controller colliding with an object that I want to pick up, and it does collide with it, but in the pick up item's script it is set to delete itself upon collision and does not, and with a Debug.Log I found out that even though the player is colliding with it physically, it isn't... not sure how to say it but it doesn't output anything when I type Debug.Log(collider.gameObject.tag); when the player is tagged as Player. And I know the debug.log works because the bullets I shoot at it output an "Untagged" in the console.

I'll reference some code:

function Start()
{
    //Physics.IgnoreLayerCollision(10, 11, true);
    //Physics.IgnoreLayerCollision(9, 11, true);  //commented out for debugging
    //Physics.IgnoreLayerCollision(11, 11, true);
}
function OnCollisionEnter(collision : Collision)
  {
    Debug.Log(collision.gameObject.tag); //<--- this outputs nothing when the player hits it
    if (collision.gameObject.tag != "Player") 
      return;
    Inventory.AddItem(item);
    Destroy(gameObject);
  }

I also tried making it collide with other random objects and they also don't seem to pass a .tag value, so it seems the only thing that can collide with this object is a bullet.

Edit for statement:

function OnControllerColliderHit (hit : ControllerColliderHit) 
 {
  var body : Rigidbody = hit.collider.attachedRigidbody;
  Debug.Log( hit );
  Debug.Log( body );   
 }

Both debugged nothing to the log.

Sorry for short reply - going bed - but check out OnControllerColliderHit instead of OnCollisionEnter.

Still dose nothing and yet no script errors sure was a good try

#pragma strict


      function OnTriggerEnter (other:Collider){
    if(other.gameObject.name == "PlayerHyperShot1"){
    Debug.Log("It went through");
      ProbeEvent.ProbeScore += -1;
    _MASTER.Score += 200;
    Destroy(gameObject.Find("PlayerHyperShot1"));
  
    
    }
    }
  1. Make sure at least one of the colliding objects has a Rigidbody attached.
  2. If your colliders and rigidbodies are 2d, the function should be called

function OnCollisionEnter2D(coll: Collision2D)

If it still doesn’t work, add a

Debug.Log("on collision enter");

to see if it even triggers.