Having problems with OnTriggerEnter()

So I got the player and an enemy.
Their inspectors are attached. As you can see the both got a Rigidbody and a Collider. Enemy’s collider IsTrigger is checked.
The code for the trigger is on my player and is as follows :

`public class PlayerTrigger : MonoBehaviour {
private Vector3 spawn;

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{
spawn = transform.position;
}
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{
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if(col.tag == “enemy”)
{
Debug.Log(“hey”);
Instantiate(deathParticles, transform.position , Quaternion.identity);
transform.position = spawn;
}
}
}`

The thing is not even the first Debug is showing me anything and I have no idea why.

Just to be sure that nothing is getting in the way, I will give the codes that are attached to my enemy and player.
Enemy : Patrol Script :

`public class Patrol : MonoBehaviour {
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void Start () {

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if (transform.position == patrolPoints[currentPoint].position)
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}
`

And Player : PlayerMovement2 :

`using LockingPolicy = Thalmic.Myo.LockingPolicy;
using Pose = Thalmic.Myo.Pose;
using UnlockType = Thalmic.Myo.UnlockType;
using VibrationType = Thalmic.Myo.VibrationType;

// Orient the object to match that of the Myo armband.
// Compensate for initial yaw (orientation about the gravity vector) and roll (orientation about
// the wearer’s arm) by allowing the user to set a reference orientation.
// Making the fingers spread pose or pressing the ‘r’ key resets the reference orientation.
public class PlayerMovement2 : MonoBehaviour
{
private bool sameMovement = false;
public float moveSpeed;
private float maxSpeed = 15f;
public float xGap = 0.3f;
public float yGap = 0.6f;

private Vector3 input;
private Rigidbody rb;
private int test;

public GameObject deathParticles;

// Use this for initialization
void Start()
{
    

    rb = GetComponent<Rigidbody>();

    _antiYaw = Quaternion.FromToRotation(
            new Vector3(myo.transform.forward.x, 0, myo.transform.forward.z),
            new Vector3(0, 0, 1)
        );
}

// Myo game object to connect with.
// This object must have a ThalmicMyo script attached.
public GameObject myo = null;

// A rotation that compensates for the Myo armband's orientation parallel to the ground, i.e. yaw.
// Once set, the direction the Myo armband is facing becomes "forward" within the program.
// Set by making the fingers spread pose or pressing "r".
private Quaternion _antiYaw = Quaternion.identity;

// A reference angle representing how the armband is rotated about the wearer's arm, i.e. roll.
// Set by making the fingers spread pose or pressing "r".
private float _referenceRoll = 0.0f;

// The pose from the last update. This is used to determine if the pose has changed
// so that actions are only performed upon making them rather than every frame during
// which they are active.
private Pose _lastPose = Pose.Unknown;

// Update is called once per frame.
void Update()
{
    // Access the ThalmicMyo component attached to the Myo object.
    ThalmicMyo thalmicMyo = myo.GetComponent<ThalmicMyo>();

    bool updateReference = false;
    if (thalmicMyo.pose != _lastPose)
    {
        _lastPose = thalmicMyo.pose;

        if (thalmicMyo.pose == Pose.FingersSpread)
        {
            updateReference = true;

            ExtendUnlockAndNotifyUserAction(thalmicMyo);
        }
    }
    if (Input.GetKeyDown("r"))
    {
        updateReference = true;
    }

    // Update references. This anchors the joint on-screen such that it faces forward away
    // from the viewer when the Myo armband is oriented the way it is when these references are taken.
    if (updateReference)
    {
        // _antiYaw represents a rotation of the Myo armband about the Y axis (up) which aligns the forward
        // vector of the rotation with Z = 1 when the wearer's arm is pointing in the reference direction.
        _antiYaw = Quaternion.FromToRotation(
            new Vector3(myo.transform.forward.x, 0, myo.transform.forward.z),
            new Vector3(0, 0, 1)
        );

        // _referenceRoll represents how many degrees the Myo armband is rotated clockwise
        // about its forward axis (when looking down the wearer's arm towards their hand) from the reference zero
        // roll direction. This direction is calculated and explained below. When this reference is
        // taken, the joint will be rotated about its forward axis such that it faces upwards when
        // the roll value matches the reference.
        Vector3 referenceZeroRoll = computeZeroRollVector(myo.transform.forward);
        _referenceRoll = rollFromZero(referenceZeroRoll, myo.transform.forward, myo.transform.up);
    }

    //   input = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
    //   if (rb.velocity.magnitude < maxSpeed)
    //   {
    //       rb.AddForce(input * moveSpeed);
    //   }

    float x = myo.transform.rotation.eulerAngles.x;
    float y = myo.transform.rotation.eulerAngles.y;
    float z = myo.transform.rotation.eulerAngles.z;
    float moveHorizontal = Input.GetAxis("Horizontal");
    float moveVertical = Input.GetAxis("Vertical");
    float moveUp = 0;

    if (15 + xGap < x && x < 180)
    {
        moveVertical = -1;
    }
    else if (180 < x && x < 345 - xGap)
    {
        moveVertical = 1;
    }

    if (15 + yGap < y && y < 180)
    {
        moveHorizontal = 1;
    }
    else if (180 < y && y < 345 - yGap)
    {
        moveHorizontal = -1;
    }

    if (sameMovement)
    {
        moveUp = 30;
    }

    Vector3 movement = new Vector3(moveHorizontal, moveUp, moveVertical);

    rb.AddForce(movement * moveSpeed);
    if (transform.position.y < -100)
    {
        movement = new Vector3(0, 0, 0);
    }

}

float rollFromZero(Vector3 zeroRoll, Vector3 forward, Vector3 up)
{
    // The cosine of the angle between the up vector and the zero roll vector. Since both are
    // orthogonal to the forward vector, this tells us how far the Myo has been turned around the
    // forward axis relative to the zero roll vector, but we need to determine separately whether the
    // Myo has been rolled clockwise or counterclockwise.
    float cosine = Vector3.Dot(up, zeroRoll);

    // To determine the sign of the roll, we take the cross product of the up vector and the zero
    // roll vector. This cross product will either be the same or opposite direction as the forward
    // vector depending on whether up is clockwise or counter-clockwise from zero roll.
    // Thus the sign of the dot product of forward and it yields the sign of our roll value.
    Vector3 cp = Vector3.Cross(up, zeroRoll);
    float directionCosine = Vector3.Dot(forward, cp);
    float sign = directionCosine < 0.0f ? 1.0f : -1.0f;

    // Return the angle of roll (in degrees) from the cosine and the sign.
    return sign * Mathf.Rad2Deg * Mathf.Acos(cosine);
}

// Compute a vector that points perpendicular to the forward direction,
// minimizing angular distance from world up (positive Y axis).
// This represents the direction of no rotation about its forward axis.
Vector3 computeZeroRollVector(Vector3 forward)
{
    Vector3 antigravity = Vector3.up;
    Vector3 m = Vector3.Cross(myo.transform.forward, antigravity);
    Vector3 roll = Vector3.Cross(m, myo.transform.forward);

    return roll.normalized;
}

// Adjust the provided angle to be within a -180 to 180.
float normalizeAngle(float angle)
{
    if (angle > 180.0f)
    {
        return angle - 360.0f;
    }
    if (angle < -180.0f)
    {
        return angle + 360.0f;
    }
    return angle;
}

// Extend the unlock if ThalmcHub's locking policy is standard, and notifies the given myo that a user action was
// recognized.
void ExtendUnlockAndNotifyUserAction(ThalmicMyo myo)
{
    ThalmicHub hub = ThalmicHub.instance;
    if (hub.lockingPolicy == LockingPolicy.Standard)
    {
        myo.Unlock(UnlockType.Timed);
    }
    myo.NotifyUserAction();
}

void OnGUI()
{
    GUI.BeginGroup(new Rect(10, 10, 300, 500));
    GUILayout.Label("Myo X: " + myo.transform.rotation.eulerAngles.x , GUILayout.MinWidth(300), GUILayout.MinHeight(30));
    GUILayout.Label("Myo Z: " + myo.transform.rotation.eulerAngles.z , GUILayout.MinWidth(300), GUILayout.MinHeight(30));
    GUILayout.Label("Myo Y: " + myo.transform.rotation.eulerAngles.y , GUILayout.MinWidth(300), GUILayout.MinHeight(30));
    GUI.EndGroup();
}

}`

The code for movement is using the Myo Armband so it might be a bit confusing. Hopefully that aint the problem.
Anyway, all help appreciated.

I’m sorry for some weird reason, where there should be a line break there is this stupid thing %|-1286988724_16|% . No idea why… Hope people can still help even with this.