Area entered signal not working for player but is working for enemy

Godot Version

4.4

Question

Hello, i have an issue with the area entered function not working specifically with the player character not registering the collision with the enemy but what really confuses me is that the slime registers the player area and can even recognize that its from the group player so at this point im lost all the mask and layers match and ive tried everything. Here are the relevant codes and screenshots any help would be appreciated

and here is the relevant code:

```extends CharacterBody2D


const SPEED = 130.0
const JUMP_VELOCITY = -100.0


func _physics_process(delta: float) -> void:
	# Add the gravity.
	if not is_on_floor():
		velocity += get_gravity() * delta

	# Handle jump.
	if Input.is_action_just_pressed("ui_accept") and is_on_floor():
		velocity.y = JUMP_VELOCITY

	# Get the input direction and handle the movement/deceleration.
	# As good practice, you should replace UI actions with custom gameplay actions.
	var direction := Input.get_axis("ui_left", "ui_right")
	if direction:
		velocity.x = direction * SPEED
	else:
		velocity.x = move_toward(velocity.x, 0, SPEED)

	move_and_slide()


func _on_area_2d_area_entered(area: Area2D) -> void:
	if area.is_in_group("Enemy"):
		print("its a slime")
	print("collision")
extends Node2D

const SPEED = 60
var direction = 1

@onready var animated_sprite_2d: AnimatedSprite2D = $AnimatedSprite2D
@onready var ray_cast_right: RayCast2D = $RayCastRight
@onready var ray_cast_left: RayCast2D = $RayCastLeft

func _process(delta: float) -> void:
	if ray_cast_right.is_colliding():
		direction=-1
		animated_sprite_2d.flip_h=true
	if ray_cast_left.is_colliding():
		direction=1
		animated_sprite_2d.flip_h=false
	position.x += direction * SPEED * delta




func _on_area_2d_area_entered(area: Area2D) -> void:
	if area.is_in_group("Player"):
		print("Its a player")
	print("collision")

Your player is a CharacterBody2D, not an Area2D, so the proper handler for it entering an area is the body_entered (or body_shape_entered) signal.

Unfortunately this is initially what i tried first too and no that did not work :frowning: