Trigger doesnt work

Hi!
l have made a turret which shoots as player gets in range with mesh colider and attached this code to the range:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class attackbox : MonoBehaviour
{

public TurretAI turretAI;

public bool isLeft = false;

void Awake()
{
    turretAI = gameObject.GetComponentInParent<TurretAI>();
}

void OnTriggerStay2D(Collider2D col)
{
    if (col.CompareTag("Player"))
    {
        if (isLeft)
        {
            turretAI.Attack(false);
        }
        else
        {
            turretAI.Attack(true);
        }
    }
}

}

to me it seems it doesnt dedect when my player is in collider (maybe problem is somewhere else)
and actual turret script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TurretAI : MonoBehaviour
{
//Integers
public int curHealth;
public int maxHealth;

//Floats
public float distance;
public float wakeRange;
public float shootInterval;
public float bulletSpeed = 100;
public float bulletTimer;

//Booleans
public bool awake = false;
public bool lookingRight = true;

//References
public GameObject bullet;
public Transform target;
public Animator anim;
public Transform shootPointLeft;
public Transform shootPointRight;

void Awake()
{ 
anim = gameObject.GetComponent<Animator>();
}

void Start()
{
    curHealth = maxHealth;
}

void Update()
{
    anim.SetBool("Awake", awake);
    anim.SetBool("LookingRight", lookingRight);

    RangeCheck();

    if(target.transform.position.x > transform.position.x)
    {
        lookingRight = true;
    }

    if (target.transform.position.x < transform.position.x)
    {
        lookingRight = false;
    }

}

void RangeCheck()
{
    distance = Vector3.Distance(transform.position, target.transform.position);

    if(distance < wakeRange)
    {
        awake = true;
    }

    if(distance > wakeRange)
    {
        awake = false;
    }

}

public void Attack(bool attackingRight)
{
    bulletTimer += Time.deltaTime;

    if (bulletTimer >= shootInterval)
    {
        Vector2 direction = target.transform.position - transform.position;
        direction.Normalize();

        if (!attackingRight)
        {
            GameObject bulletClone;
            
            bulletClone = Instantiate(bullet, shootPointLeft.transform.position, shootPointLeft.transform.rotation) as GameObject;
            bulletClone.GetComponent<Rigidbody2D>().velocity = direction * bulletSpeed;

            bulletTimer = 0;
        }

        if (attackingRight)
        {
            GameObject bulletClone;

            bulletClone = Instantiate(bullet, shootPointRight.transform.position, shootPointRight.transform.rotation) as GameObject;
            bulletClone.GetComponent<Rigidbody2D>().velocity = direction * bulletSpeed;

            bulletTimer = 0;
        }

    }
}

}

nvm fixed it thanks for help

@unity_jUyFm558beAG_Q, are you sure Is Trigger is set on one of the colliders, and is kinematic is not set to true on either rigidbody?