OnTriggerEnter2D - am I getting it wrong?

I have 2 game objects, lets say them A and B

A has a 2D box collider and isTrigger is selected and this A object is sign static. B has a 2D box collider too and its isTrigger also activated. B also has a kinematic rigidbody2D.

When these two game objects collide with each other OnTriggerEnter2D(Collider2D other) function is only fired on object A not on object B. It is also not fired when two B game objects collides. What am I doing wrong? Any help is appreciated.

Thank you people.

Hey Guys, sorry for late response, I really appreciate your help, so first of all thank you.

Below I add some images and code blocks as @tanoshimi requested.

One of my objects which is moving across screen:

77911-player.jpg

The collectible standing still object:

77912-collectible.jpg

here is my player code block for ontrigger:

void OnTriggerEnter2D(Collider2D other)
    {
        Debug.Log("hoorey");
    }

and collectible ontrigger:

void OnTriggerEnter2D(Collider2D other)
    {
        GameObject head = other.GetComponentInParent<PlayerController>().head;
        GameObject tail = other.GetComponentInParent<PlayerController>().tail;
        head.transform.localScale = new Vector2(head.transform.localScale.x * 1.5f, head.transform.localScale.y * 1.5f);
        head.transform.localPosition = new Vector2(0,0);
        tail.transform.localScale = new Vector2(tail.transform.localScale.x * 1.5f, tail.transform.localScale.y * 1.5f);
        tail.transform.localPosition = new Vector2(0, tail.transform.localPosition.y +  tail.transform.localPosition.y/2);
        
        other.GetComponentInParent<PlayerController>().UpdateHealth(10.0f);
        Destroy(gameObject);
    }

I read your posts, other possibility is Layer-based collision detection

First check object’s layer in Inspector window, then Go to Edit > Project Settings > Physics2D and check if layer is selected.