Quick answer: Unity Physics2D.OverlapCollider returning hits on disabled colliders? Disabled doesn't remove from the physics world - explicitly destroy or use enabled=false on the rigidbody.
Disabled enemy hitbox; raycast still hits it; damage still applies.
Disable the rigidbody
rb.simulated = false;Removes from physics world. OverlapCollider skips.
Or destroy the collider
For permanent removal, destroy. Cheaper than disable for many cases.
Use ContactFilter2D
Filter results post-query. Defensive; works when you can't control collider state.
“Disabled is a render concept. Physics world membership is separate.”
For physics-relevant disable, simulate=false is the correct primitive. Disabled GameObject isn't enough.