Quick answer: Enable the intersection of the two layers in Physics Settings, or assign the objects to layers whose pair is enabled, so their contacts are processed again.
When two objects with valid colliders and rigidbodies simply ignore each other, but identical objects on other layers collide fine, the Layer Collision Matrix is the culprit. One unticked box disables the whole pair. Here is how to fix it.
How to fix it
1. Check the layer matrix
Open Project Settings > Physics and find the row/column intersection of the two object layers in the Layer Collision Matrix. If it is unchecked, those layers never collide; tick it to re-enable.
2. Verify object layers
Confirm each object is actually on the layer you think; a prefab variant or instantiated object may sit on the Default layer where the matrix differs from what you expect.
3. Mirror it for triggers
Remember the same matrix governs trigger overlaps, so a disabled pair also suppresses OnTriggerEnter, not just physical blocking; enable the pair to restore both.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.