OnTriggerExit2D is being ignored! (I think I need to retarget the function but not sure how)

Hi, Im trying to make a “Portal”- like 2D game and I have started making the portal scripts (it is very barebones right now) and In when I walked thru one of the portals it kept teleporting me back and forth between the two portals due to collision. So I decided to turn off the colliders of the player when entering one of the portals and trying to re-enable the colliders when exiting the portal triggers. It does disable the player colliders when entering the portal but it refuses to enable them again afterwards and I have no idea why!

using UnityEngine;
using System.Collections;

public class PortalScript : MonoBehaviour {
	public GameObject otherportal;
	public GameObject player;
	private Collider2D otherportalCollider;

	void Awake(){
		otherportalCollider = otherportal.GetComponent<BoxCollider2D>();

	}

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {

	}

	void OnTriggerEnter2D(Collider2D other) {
		if(other.tag == "Player"){
			other.GetComponent<BoxCollider2D>().enabled = false;
			other.GetComponent<CircleCollider2D>().enabled = false;
			other.transform.position = otherportal.transform.position;
		}
	}

	void OnTriggerExit2D(Collider2D other){
		if(other.tag == "Player"){
			other.GetComponent<BoxCollider2D>().enabled = true;
			other.GetComponent<CircleCollider2D>().enabled = true;
		}

	}


}

Im suspecting that it is because the OnTriggerExit2D function is not checking the collider of the OTHER portal and is instead checking itself (script is attached to both portals). How do I make the on OnTriggerExit2D function check the other portal instead?

Is there any particular reason why you need to transform the player to the actual trigger and not just the portal? you realize that the trigger doesn’t need to be the full size of the portal maybe just a line if crossed you will be transported somewhere close to it in the other portal?