Objects Not Ignoring Each Other [SOLVED]

Weird occurrence in my game.

I have Power Ups in my game that randomly spawn. My player can shoot objects like lasers and such. I’ve used C# scripting to tell the projectiles to ignore the Power Ups. I’ve even placed them on different “layers”. Yet, there are times when the two objects will still have an effect on each other.

Example 1 - Power Up spawns while enemy laser is already moving. Enemy laser and Power Up collide causing the laser to lazily move in a random direction determined by physics. Yet, subsequent lasers correctly ignore the Power Up.

Example 2- Even as the subsequent laser ignore the Power Up, they still slow down when flying through the power up. If I tested this by lining up 3 Power Ups in a row and had an enemy laser fly through them, the laser would “ignore” but clearly be effected by friction and slow down to an almost dead stop upon exiting the last Power Up.

This is the script for the lasers that is instructing them to ignore certain objects in certain layers:

private void Start()
    {
        Physics.IgnoreLayerCollision(11, 9, true); //Ignore PowerUps
        Physics.IgnoreLayerCollision(9, 9, true); //Ignore Prefabs of itself
        Physics.IgnoreLayerCollision(8, 8, true); //enemy lases ignore Prefabs of itself
        Physics.IgnoreLayerCollision(8, 9, true); //Ignore Enemy Lasers

        if (gameObject.tag == "EnemyWeapon")
            Physics.IgnoreLayerCollision(8, 12, true); //Enemy Lasers Ignore Enemy Ships
    }

This is the code in the Power Ups that deals with ignoring collisions:

Physics.IgnoreCollision(collision.collider, GetComponent<Collider>());

Any advice?

Solved due to my own stupidity. I forgot to tell the two layers to ignore each other. Added that like to my scripts and the game works.