Ive read dozens of posts like this one already posted yet I cant use those answers to fix this issue. I tried fiddling with giving the trigger a rigidbody but didnt work. Also already checked layers and they are set up properly.
I have falling balls as prefab that then a gameobject with a script spawns on the scene one after the other. When they reach the bottom theoretically they should pass through an edge collider marked as a trigger and a script which destroys the gameobject and throw a Debug.Log.
But nothing is happening. Not even the Debug.Log is showing up.
Code for the edge collider trigger and inspector screenshot:
public class Destroyer : MonoBehaviour {
void OnTriggerOnTriggerEnter2D(Collider2D col) {
Destroy(col.gameObject);
Debug.Log("WORKS");
}
}
And here is the inspector screenshot for each ball that is meant to be destroyed off-screen:

