Quick answer: Add a Rigidbody (kinematic is fine) to one object, mark the hitbox collider Is Trigger, and enable the hitbox/hurtbox pair in the Layer Collision Matrix.
If your sword hitbox passes through enemies without ever calling OnTriggerEnter, the physics requirements for trigger events are not met. Unity needs a Rigidbody and the right layer matrix before it reports overlaps. Here is how to wire it up.
How to fix it
1. Add a Rigidbody to one body
Trigger callbacks require a Rigidbody on at least one of the overlapping objects. Put a kinematic Rigidbody on the weapon or the enemy so Unity runs collision detection between them.
2. Mark the hitbox as a trigger
Set Is Trigger on the hitbox collider and implement OnTriggerEnter. Two non-trigger colliders fire OnCollisionEnter instead, which a moving weapon volume usually does not want.
3. Enable the layer pair
In Edit > Project Settings > Physics, confirm the hitbox layer and hurtbox layer are checked in the Layer Collision Matrix. A disabled pair silently drops every overlap.
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.