Knockback on Hit - One is working, the other doesn't...

Hey everyone.

I’m not one to ask questions, but I find this situation quite odd:

I have three Colliders2D with a rigidBody attached to all of them.
The Player
The Weapon
The Enemy (a Tree right now)

Situation 1:
The weapon collides with the Tree, the tree gets knocked back. - This Works!
Situation 2:
The tree collides with the Player, the Player gets knocked back. This Doesn’t…

Both the tree and the player have an OnCollisionEnter2D scripted that basically says the same thing:
TreeCollision:

    void OnCollisionEnter2D (Collision2D coll){
        if (coll.gameObject.name == "Player_Weapon") {
            Debug.Log ("HIT BY WEAP");

            isHit = true;
            gameObject.GetComponent<MoveToPlayer> ().canMove = false;
            dir = coll.contacts [0].point - (Vector2)transform.position; // contact point direction
            dir = -dir.normalized; //to the opposite direction
            myRigid.AddForce (dir * force);
          }
}

PlayerCollision:

    void OnCollisionEnter2D (Collision2D coll){
        if (coll.gameObject.name == "Tree1") {
            Debug.Log ("THE PLAYER is HIT");

            direction = coll.contacts [0].point - (Vector2)transform.position;
            direction = -direction.normalized;
            playerRigid.AddForce (direction * force);
        }
}

Why would the tree get knocked back by the weapon, but not the player when getting hit by the tree?(even when standing still).
Everybody is a dynamic rigidBody, and the debug log is showing.

Thanks for the help!

Have you tried logging out the direction variable? It might be worth ensuring that the value is not zero. Again, the same with force. Has force got a value?

Yeah, it does.
But I actually found the problem.
As long as i’m updating the velocity of the player movement (horizontal/vertical) using AddForce for the controls of the player, the reaction of these collisions do not apply…
Still don’t get why that’s the case even if my character isnt even moving, since there’s no input.

In short, I now need to find a way to disable the movement when a collision is made.

Did I understand correctly that you’re using AddForce to control your player? Was this a conscious choice? I will be happy to help you more if need be.