OnCollisionEnter2D not calling

I have this code attached to my player

var canJump : boolean;
var isJumping : boolean;
var onGround : boolean;

function FixedUpdate(){
if (onGround == false && isJumping == false){
transform.Translate(Vector3.down * Time.deltaTime);
}
}

function OnCollisionEnter2D(collision : Collision2D){
if (collision.gameObject.tag == "Ground"){
onGround = true;
Debug.Log("Hit solid ground");
}
}

But the onGround variable isn’t changing to true, i’m passing through the object tagged “ground” and “Hit solid ground” isn’t getting logged. I tried attaching a 2D rigidbody to the player and whislt it did stop when it hit the ground, the onGround variable stayed as false. Both the ground and the player have a 2D Box Collider attached. what’s going on?

Anyway if you need to use physics collision I won’t suggest to translate the transform, because this would break the physics. Instead I’d suggest to use a Rigidbody2D with gravity enabled (GravityScale=1, IsKinematic=false) and the engine will do the rest (jumping would AddForce Vector2.up to rigidbody2D in FixedUpdate).