Basic issue with 2d colliders .

Trying to get an “Air Vent” type of effect to work. I had this working in 3d space but I’m running into problems making it work in 2D.

using UnityEngine;

public class OnStayTrigger : MonoBehaviour
{

[SerializeField]
private float airPower = 10;

void OnTriggerStay(Collider _col)
{
	if (_col.tag == "Player")
    {
		Rigidbody2D rb = _col.GetComponent<Rigidbody2D> ();
        rb.AddForce(Vector3.up * airPower, ForceMode2D.Impulse);
    }
   
{
	if (_col.tag == "Enemy")
	{
		Rigidbody2D rb = _col.GetComponent<Rigidbody2D> ();
		rb.AddForce(Vector3.up * airPower, ForceMode2D.Impulse);
	}

}

}
}

That’s because the collision callback for 2D physics is called OnTriggerStay2D…