unity – How to trigger OnMouseX events on Kinematic Rigidbody2D object with a different collider than one used for collisions?

I have a use-case where I have an object with a Collider2D and a Kinematic RigidBody2D in order to do Kinematic movement.

However, I also want to be able to select/hover that object with a OnMouseDown/OnMouseEnter/etc, using a larger collider than I would use for the kinematic movement.

My current attempt at a solution is to have Physics-related scripts/rigidbody2d/collider2d as the top level game object, and to have a child object, with a larger collider2D which will respond to OnMouseX events.

enter image description here

enter image description here enter image description here

In order to ignore OnMouseX events on the parent, I’m putting it into its own user_ignore_raycasts layer (I need it as its own layer for the layer collision matrix). I’m also putting the child in its own user_use_raycasts layer.

I’m passing that into a script that sets MainCamera’s event mask:
enter image description here

using UnityEngine;
 
 
(RequireComponent(typeof(Camera)))
public class CameraEventMasker : MonoBehaviour
{
    (SerializeField)
    private LayerMask cameraEventMask;
 
    // Start is called before the first frame update
    void Awake()
    {
        GetComponent<Camera>().eventMask = cameraEventMask;
    }
}

What I notice is that OnMouseX events on the child will work IF the RigidBody2D on the parent is deleted…however, if the RigidBody2D is there, I won’t receive any events. Anyone know why this is the case, and if there are other workarounds or solutions?