Yet another OnTriggerEnter problem

So I have read through these forums and found countless OnTriggerEnter is not working posts. In every case its usually due to not having a rigid body involved or a parenting mismatch between the script and the collider.

I have combed through my hirearchy and my script and I can find none of these issues.
Object 1 has: Rigid body, Collider,Script. Is trigger is false, kinematic false, it is moving around constantly attached to the player. The script on this object is:

void OnTriggerEnter(Collider other)
{
Debug.Log (“Got It1”);
}

Object 2 has: Collider, isTrigger true.
The docs say only one thing has to have a rigid body for a trigger to work. However I have also tried:
Adding a rigid body, making it not a trigger and using the collider function, making it kinematic.

None of these work to provide a call to any trigger\collide function. They are all on the same layer. The object in question can hit other things on the layer visually.

Does anyone know what I might have done wrong here?

Solved!
After scouring and scouring the reason is:
Because I am using the new 2D system and in there the function names are
void OnTriggerEnter2D(Collider2D other)
void OnCollisionEnter2D(Collision2D collision)

Hopefully this post can help anyone else who doesn’t know about this!

I’ve noticed that sometimes, and I don’t know why, both objects have to be rigid bodies. It screws up my own scripts when it happens, and I don’t know why it does, but there’s what I got.