I would like a GameObject to have both a Collider and a Trigger

I have a goal area which I want to be a Collider (working fine) and a Trigger (so I can take some action now another object has entered this area.

I added 2 Polygon Collider 2D components to my GameObject one which is a collider and one which is not. I add a script to the GameObject with the following code:

public class GoalListener : MonoBehaviour {

	void OnTriggerEnter(Collider other){

		print ("GOTCHA");
		//Destroy (other.gameObject);
	}

	void OnTriggerExit(Collider other){
		
		print ("OH YOU EXITED");
		//Destroy (other.gameObject);
	}

	void OnTriggerStay(Collider other){
		
		print ("YOU ARE NOW IN STAY");
		//Destroy (other.gameObject);
	}
}

But for some reason my OnTriggerEnter, Exit and Stay never fires. The object which enters the trigger has a RigidBody2D and a Circle Collider 2D.

The solution was to use OnTriggerEnter2D(Collider2D other) or OnCollisionEnter2D(Collision2D other) whereas I was using the 3D space equivalents which explains why they were not called.