Transform collider not detecting collision on rigidbody collider

I have 2 game objects, an enemy and an axe. My main character throw the axe(which is a rigitbody with a boxcollider) towards an enemy(which has a box collider as well). I’m adding the colliders manually via c# script for the enemy(Transform) and the axe (rigidbody). However the axe just goes straight through the enemy instead of triggering the colliders(I have isTrigger = true). Here is my script.

Here I spawn the enemy and add a box collider(EnemyController.cs)
void SpawnTargets()
{

		float x = Random.Range(-3.0f, 3.0f);
		Vector3 pos = new Vector3(x, 1f, Random.Range(15.0f,23.0f));
		
		Transform badGuy = (Transform)Instantiate(enemyPrefab, pos, Quaternion.identity);
		//create a box collider and add it to the enemy
		BoxCollider bc = badGuy.gameObject.AddComponent<BoxCollider>();
		bc.center = new Vector3(0,1.2f,0);
		bc.size = new Vector3(1.2f,3,1);
		
		//Physics.IgnoreCollision(badGuy.collider, playerTrans.collider);
		
		enemies.Add(badGuy);
	}

Here is my Shooting.cs scripts(throws the axe)

void Shoot ()
{
    if(Input.GetKeyDown(KeyCode.Space))
    {
		//rotate axe so that it's facing forward
		var rotation = Quaternion.Euler(new Vector3(0,90,90));
		//create weapon and fire it
        Rigidbody bulletInstance = Instantiate(bulletPrefab, firePosition.position, rotation) as Rigidbody;
        bulletInstance.AddForce((firePosition.forward) * bulletSpeed);
			
			//add collider
			BoxCollider bc = bulletInstance.gameObject.AddComponent<BoxCollider>();
			bc.center = new Vector3(0.4391576f,0.2372868f,-1.625949e-07f);
			bc.size = new Vector3(1.890458f,0.6338217f,0.159247f);
			bc.isTrigger = true;
			//rotate axe
			bulletInstance.AddTorque(180,0,0);
			
			//destroy ball after 7 seconds
			Destroy(bulletInstance.gameObject,7);
        }
    }

Hej there. If you turn “isTrigger” on true on any collider it is not physically effected by other colliders but going through the enemy. Also it does not call the events “OnCollisionEnter” though “OnTriggerEnter” - I don’t know which method youre using.

Thanks Mexallon , however the reason why the right trigger wasn’t being his was because I didn’t have a script attached to the gameobject that was dynamically being generated(had to dynamically add the script to the gameboject).