Rigidbody not working with child collider

I have a simple enemy that uses Dynamic Rigidbody2D controls to move toward the player. The way I set the Enemy Hierarchy is that it has a main gameobject that contains the rigidbody, and a secondary gameobject that contains the sprite renderer and the collider2D.

However… The collision just doesn’t work? I have a debug.log to make sure, and nothing happens. From what I remember, Rigidbodies should count into their collision calculations the colliders of all their children, so… Am I doing something wrong?

How do you allow a rigidbody to count the colliders of its children for physics purposes?

Neverminddddd I’m stupid and used a regular 3d collider instead of a 2d one, my bad. It works just fine.