A Collider Bug or my negligence?

Hello, I am having difficulty in trying to make two colliders to have a debug be compiled in the compiler. I have an empty game object that moves forward -because it has a script that constantly moves forward- that also has a box collider in it. I have another another game object that is just a cube that has a box collider, has the Is Trigger ticked, and a rigidbody that has IsKinematic ticked.

When these two colliders meet I expected a debug to show up in the copmiler to confirm that the colliders do actually trigger something. But the debug doesn’t show up because I don’t know why.

Both the layers are set to default so both should be able to collide eachother in that layer, and only one of them have the IsTrigger ticked.

Here is the code that I am trying to make this happen but failing miserably:

This is placed in the cube game object by the way.

using UnityEngine;
using System.Collections;

public class Wave0TutorialEventManager : MonoBehaviour
{

public string collisionTagPlane = "PlayerPlane"; //The Player Plane Game Object


void OnTriggerEnter(Collider col)
{
	if(col.tag == collisionTagPlane)
	{
		Debug.Log ("Player Area has reached this point");
	}			
}

}

If someone can advise me on how to go about this I would really appreciate it.

Add a rigidbody component to at least one of the objects.