I have a project in unity where I have the following setup:
a base object set in the "Ghost" layer, with a NavMeshAgent component (for collider) and a ridigbody (kinematic)

a child object meant to "detect" players, in the layer "PlayerDetector", with a trigger collider

(this is just one example, this happens for multiple "tracker" type children objects)
I've tested, and as long as the base object has a rigidbody, the child objects collides with all layers instead of just the player one

Any idea why this is or how I can fix it in a somewhat clean manner?
The code for when the detection enters:
private void OnTriggerEnter(Collider other)
{
if (other.tag == PLAYER_TAG) //this is the issue -> this should not be requried, because it should only collide with the player layer to begin with
{
//Debug.Log("ADDED PLAYER: " + playersInRadius);
playersInRadius.Add(other.gameObject);
}
}