Player Collider isn't found by Physics2D

I am trying to have a bullet fly out my ship.
However, the bullet doesn’t move and I think I have the error down to the fact, that it collides with my ship.

This is the Firing-Coroutine:

    IEnumerator FireGun()
    {
        GameObject bulletClone = Instantiate(bullet, transform.position, player.GetComponent<Transform>().rotation);
        bulletClone.GetComponent<BulletBehavior>().damage = damage;
        bulletClone.GetComponent<Rigidbody2D>().AddForce(bulletClone.transform.up * bulletSpeed);
        Physics2D.IgnoreLayerCollision(8, 9);
        Debug.Log(bulletClone.transform.up * bulletSpeed);
        Debug.Log(bulletClone.GetComponent<Rigidbody2D>().velocity);
        Debug.Log(Physics2D.GetIgnoreLayerCollision(8, 9));
        yield return null;
    }

The Player does have the Layer 8, the Bullets do have the Layer 9 and the Log shows those layers get ignored.
Log also shows, that a force of 0,500,0 should be applied, but the velocity is 0,0,0.

This is the error:
““MissingComponentException: There is no ‘Collider’ attached to the “Player” game object, but a script is trying to access it.
You probably need to add a Collider to the game object “Player”. Or your script needs to check if the component is attached before using it.””

This is my player:

It clearly has a collider.

Does anybody know what is happening here?
Thanks very much in advance
Jan

Attach a collider to the player game object

Okay the problem is gone.

The collider error did just disappear… no clue why.
The bullets now fly after I just cranked up the speed.
Thanks everyone