OnTriggerEnter2D issue

Hi to whom can help,

I have a small issue with OnTriggerEnter2D. For some reason it does not work at a certain position. The hitxbox error image shows the player (Kyosuke w/o dark tint) facing the positive X-axis direction and my Hitbox is not working. The Hibox, is an empty game object with a BoxCollider2D and a script called Attack.cs. The script acts at a certain point in my animation, where if the box (with trigger on, of course) sends a message to the enemy to perform a certain damage animation and depletes the enemy’s health by one. All of that works fine, in the hotbox working image, where Kyosuke (w/ the dark tint) is facing in the positive direction and the player is facing the negative direction on the X-axis. My question is, is there a way I can have the hitbox work in both angles of the X-axis. Or is it something I’m doing wrong. I’ve been making sure through this entire coding for Kyosuke, to keep everything simple as possible. So, any simple implementations are welcome. Thanks to anyone in advance who can help me solve this minor issue.alt text


Attack.cs

using UnityEngine;
using System.Collections;

public class Attack : MonoBehaviour {

bool isHit = false;
// Use this for initialization
void Start () 
{

}

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

//IDEAS
//Create a count for every collision, on the third collision perform a blowback and death animation

// Update is called once per frame
//void Update () 
//Good functions for interctions with a bullet or projetile
	//void OnCollisionEnter2D(Collision2D col)
	void OnTriggerEnter2D(Collider2D col)
	{
			if (col.gameObject.tag == "Enemy") {

					col.gameObject.SendMessage ("dmgTaken", SendMessageOptions.RequireReceiver);
					col.gameObject.SendMessage ("dmgEnemy", SendMessageOptions.RequireReceiver);
				

			}
	}

}

[36282-hitbox+working.png|36282]

you could flip it like this make a

void Flip()
{
Vector3 newScale = obj.transform.localScale;
newScale.x *= -1;
obj.transform.localScale = newScale;
}

or just make a boolean thats facing left or right setting the values to that
if i read it wrong you could use OnTriggerExit2D