HELP: 2D colliders and triggers, steep learning curve

^^video of my projects facing issues

I am new to Unity and having trouble on multiple projects facing the same issue.
my colliders aren’t recognizing one another when scripting them to trigger events.
for example, my hummingbird is unable to collect the coin in one project.
And my tightrope walker: the falling rocks pass right through and don’t destroy.

I’m not sure what I’m doing wrong?
could someone lead me in the right direction / help me trouble shoot?


Heres the code I’m using for my hummingbird game:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;

public class birdscript : MonoBehaviour
{
 
    public Rigidbody2D myrigidbody;
    public float flapStrength;

void Update()
    {
        {
            if (Input.GetKeyDown(KeyCode.UpArrow))
            {
                myrigidbody.velocity = Vector2.up * flapStrength;
            }
            else if (Input.GetKeyDown(KeyCode.RightArrow))
            {
                myrigidbody.velocity = Vector2.right * flapStrength;
            }
            else if (Input.GetKeyDown(KeyCode.LeftArrow))
            {
                myrigidbody.velocity = Vector2.left * flapStrength;
            }
            else if (Input.GetKeyDown(KeyCode.DownArrow))
            {
                myrigidbody.velocity = Vector2.down * flapStrength;
            }
        }

    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("Coin"))
        {
            // Increase score or perform other actions
            Destroy(collision.gameObject);
        }
    }
}


----------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;

public class CoinGenerator : MonoBehaviour
{
    public GameObject coinPrefab; // The prefab for the coin
    public int numCoins = 10; // The number of coins to generate
    public float xMin = -5f; // The minimum x position of the coin
    public float xMax = 5f; // The maximum x position of the coin
    public float yMin = -3f; // The minimum y position of the coin
    public float yMax = 3f; // The maximum y position of the coin
    public float destroyDelay = 5f; // The delay in seconds before the coin is destroyed

    private int coinsGenerated = 0; // The number of coins generated so far

    void Start()
    {
        GenerateCoin();
    }

    private void GenerateCoin()
    {
        if (coinsGenerated < numCoins)
        {
            // Generate a random position for the coin
            float x = Random.Range(xMin, xMax);
            float y = Random.Range(yMin, yMax);
            Vector3 position = new Vector3(x, y, 0f);

            // Instantiate the coin prefab at the random position
            GameObject coin = Instantiate(coinPrefab, position, Quaternion.identity);

            // Set the tag of the coin to "Coin"
            coin.tag = "Coin";

            // Destroy the coin after a delay
            Destroy(coin, destroyDelay);

            // Increment the number of coins generated
            coinsGenerated++;

            // Call the GenerateCoin() method again after the delay
            Invoke("GenerateCoin", destroyDelay);
        }
    }
}

Heres the code I’m using for my tightrope game:

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

public class FallingRockGenerator : MonoBehaviour
{
    // The rock prefab to generate
    public GameObject rockPrefab;

    // The minimum and maximum delay between rock generation
    public float minDelay = 1f;
    public float maxDelay = 3f;

    // The minimum and maximum horizontal position of generated rocks
    public float minX = -5f;
    public float maxX = 5f;

    // The speed at which rocks fall
    public float fallSpeed = 5f;

    // Reference to the player character object
    public GameObject player;

    // The duration in seconds before rocks are destroyed
    public float rockDuration = 11f;

    void Start()
    {
        // Start generating rocks at random intervals
        Invoke("GenerateRock", Random.Range(minDelay, maxDelay));
    }

    void GenerateRock()
    {
        // Generate a new rock at a random horizontal position and set its fall speed
        Vector3 rockPosition = new Vector3(Random.Range(minX, maxX), transform.position.y, 0);
        GameObject newRock = Instantiate(rockPrefab, rockPosition, Quaternion.identity);
        newRock.GetComponent<Rigidbody2D>().velocity = new Vector2(0, -fallSpeed);

        // Destroy the rock after the specified duration
        Destroy(newRock, rockDuration);

        // Schedule the next rock generation
        Invoke("GenerateRock", Random.Range(minDelay, maxDelay));
    }

    void OnTriggerEnter2D(Collider2D other)
    {
        GameObject player = GameObject.FindGameObjectWithTag("Player");
        Debug.Log("Collision detected with " + other.gameObject.name);
        // Check if the player has collided with a falling rock
        if (other.CompareTag ("player"))
        {
            // Destroy the player and reset the game
            Destroy (other.gameObject);
            ResetGame();
        }
    }

    void ResetGame()
    {
        // Restart the game by reloading the current scene
        UnityEngine.SceneManagement.SceneManager.LoadScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex);
    }
}


-------------------------------------------------------------------------------

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

public class TightRopePlayerController : MonoBehaviour
{

    public Rigidbody2D myrigidbody;
    public float JumpStrength;

    void Update()
    {
        {
            if (Input.GetKeyDown(KeyCode.UpArrow))
            {
                myrigidbody.velocity = Vector2.up * JumpStrength;
            }
            else if (Input.GetKeyDown(KeyCode.RightArrow))
            {
                myrigidbody.velocity = Vector2.right * JumpStrength;
            }
            else if (Input.GetKeyDown(KeyCode.LeftArrow))
            {
                myrigidbody.velocity = Vector2.left * JumpStrength;
            }
            else if (Input.GetKeyDown(KeyCode.DownArrow))
            {
                myrigidbody.velocity = Vector2.down * JumpStrength;
            }
        }

    }
}

I ended up figuring it out using ChatGPT