Rigidbody and Collisions not working anymore

Hey, I am new to Unity and right now I have a problem, where I cant figure out the solution.

I am not exactly sure what I did, but yesterday everything was fine. I created a bouncy slime enemy with colliders and everything worked fine.
Today I have done some experiments and now the collisions and the rigidbody arent working anymore.

These are the scripts I use for the slime:

 //Start() variables
    [SerializeField] private Collider2D coll;

    //Finite State Machine
    private enum State {standing, jumping}
    private State state = State.standing;

    public LayerMask ground;

    public float leftCap = 8f;
    public float rightCap = 19f;

    public float jumpLength = 5f;
    public float jumpHeight = 5f;

    private bool facingRight = true;

    protected override void Start()
    {
        base.Start();
        coll = GetComponent<Collider2D>();
        rb = GetComponent<Rigidbody2D>();
    }

    private void Update()
    {
        //Transition from Jump to Fall
        if (anim.GetBool("Jumping"))
        {
            if (rb.velocity.y < .1f)
            {
                anim.SetBool("Falling", true);
                anim.SetBool("Jumping", false);
            }
        }

        //Transition from Fall to standing
        if (coll.IsTouchingLayers(ground) && anim.GetBool("Falling"))
        {
            anim.SetBool("Standing", true);
            anim.SetBool("Falling", false);
            anim.SetBool("Jumping", false);
        }
    }

    private void Move()
    {
        if (facingRight)
        {
            if (transform.position.x < rightCap)
            {
                //Make sure Sprite faces right location, if not, then face right direction
                if (transform.localScale.x != -1 && coll.IsTouchingLayers(ground))
                {
                    transform.localScale = new Vector3(1, 1);
                }

                //Test to see if the slime is on the ground, if so jump
                if (coll.IsTouchingLayers(ground))
                {
                    //Jump
                    rb.velocity = new Vector2(jumpLength, jumpHeight);
                    anim.SetBool("Jumping", true);
                }
            }

            else
            {
                facingRight = false;
            }
        }

        else
        {
            if (transform.position.x > rightCap)
            {
                //Make sure Sprite faces right location, if not, then face right direction
                if (transform.localScale.x != 1)
                {
                    transform.localScale = new Vector3(-1, 1);
                }

                //Test to see if the slime is on the ground, if so jump
                if (coll.IsTouchingLayers(ground) && coll.IsTouchingLayers(ground))
                {
                    //Jump
                    rb.velocity = new Vector2(-jumpLength, jumpHeight);
                    anim.SetBool("Jumping", true);
                }
            }

            else
            {
                facingRight = true;
            }
        }
    }
[SerializeField] protected Animator anim;
    [SerializeField] protected Rigidbody2D rb;

    public float PushDownForce = 1f;

    protected virtual void Start()
    {
        anim = GetComponent<Animator>();
        rb = GetComponent<Rigidbody2D>();
    }

    public void JumpedOn()
    {
        anim.SetTrigger("Death");
        rb.velocity = new Vector2(0, -PushDownForce);
    }

    private void Death()
    {
        Destroy(this.gameObject);
    }
}

Inside the Inspector it looks like this:

I dont know what is wrong, so it would be really cool, if someone could help me out!

This is a working link to the pictures: https://imgur.com/a/dBK4NLC

Looks like you have a warning about composite colliders on your BoxCollider2D. Did you mean to check the “Used by Composite” checkbox?

Yeah, I tried it out, but even if its unchecked it wont work.

Now I deleted the Collider and the Rigidbody and added them again. Its working but without the previous settings, so if anyone figures out the error, I would be very thankful.

Maybe because you had simulation disabled for the rigidbody?

Yeah, I think that was it, what a stupid error… Thanks! ^^