There’s your clue. Something in your setup is broken. You could try to reimport all, but that’s unlikely to fix it.
Start with an ULTRA simple test script with a trigger and prove it works in this project.
Sounds like you wrote a bug… and that means… time to start debugging!
By debugging you can find out exactly what your program is doing so you can fix it.
Use the above techniques to get the information you need in order to reason about what the problem is.
You can also use Debug.Log(...); statements to find out if any of your code is even running. Don’t assume it is.
Once you understand what the problem is, you may begin to reason about a solution to the problem.
That’s a snippet and wouldn’t help anyone debug your project unfortunately. If the two Rigidbody2D coming into contact have body-types that are allowed to contact, are on a GameObject with a Layer that is set to contact, one has at least a single collider that is set as Trigger and one has the “Ladder” script on it then those callbacks will happen.
This is a fundamental piece in 2D physics, it’s highly unlikely it’s broken and certainly hasn’t changed in many years. The layer collision matrix is read directly from the “ProjectSettings / Physics2DSettings.asset” which also contains the other page of settings. That gets reset if you delete it or hit reset in the settings window you’re showing. As you can see there’s also a “Disable All” and “Enable All”.
Not sure what you mean by this.
It’s 2D physics, Z-position is irrelevant.
Clearly shows it’s your project. Nothing else is persisted.
That clearly shows it’s nothing to do with Layer Collision Matrix then because this will completely override it and is an entirely different part of the code.