Have child ignore parent's tag?

I have this circle collider (as a trigger) set up on my player, so when an enemy is inside, it attacks the player. However, because the trigger (called “enemyDetector”) is a child of the player, it also picks up items before the player is visibly near them.

The Player object is a circle collider just big enough to fit the sprite, and has both a “Player” tag and layer. The enemyDetector has it’s own tag and is on the default layer. Is there a way to get the enemyDetector to not pick up items?

So I understand you are actually using OnTriggerEnter2D on your big circle?

Then check the incoming objects tag? If it is enemy, do something, if it is not, pass.

void OnTriggerEnter2D( Collider2D other) {
    if (other.CompareTag("Enemy")) {
        // do enemy related things here
    }
}

So as you can see, you can also do something different for other objects with different tags, but with this, you won’t need to work with items.

Also, “Enemy” is what I think, replace it with your actual enemy tags.