OnTriggerEnter doesn't seem to be working

I have created a script where if my enemy object collides in a certain area, it gets destroyed. Strangely, however, it is not working at all.

Here’s what you need to know:

  1. The “certain area” we are dealing has a sphere collider that has “is trigger” checked.
  2. The tag is labeled Light in the inspector
  3. The mesh renderer for the sphere is off (I still had problems when it was on)
  4. The enemy has an active box collider that also has “is trigger” checked.
  5. My script is as follows:

using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class EnemyAI : MonoBehaviour {

public float speed;
public GameObject container;
public Respawn Container;
public PlayerContainer PlayerContainerScript;

void Awake(){
	container = GameObject.FindGameObjectWithTag ("Container");
	Container = container.GetComponent<Respawn> ();
	PlayerContainerScript = container.GetComponent<PlayerContainer> ();

}

// Update is called once per frame
void Update () {

	//Follow and Look at Player
	float step = speed * Time.deltaTime;
	Vector3 newPos = Vector3.MoveTowards (transform.position, PlayerContainerScript.player.position, step);
	newPos.y = 0.5f;
	transform.LookAt (newPos);
	transform.position = newPos;
}
void OnTriggerEnter(Collider other)
{
	if (other.gameObject.CompareTag ("Light")) {
		Debug.Log("Collide");
		Destroy (gameObject);
		Container.noCount = Container.noCount - 1;
	}
}

}

Notes: Trigger events are only sent if one of the colliders also has a Rigidbody attached.

you don’t have to check istrigger to both object

just on the one objects istrigger that having script on it and it contain rigidbody on it make it kinematic true