Here are the FSMs. For the first state in the collectible FSM, I have a trigger2d event, then in the next and last state of that FSM, I have an int add and an activate game object (turned to off so it disappears)
For the jumping FSM, I have in state one a trigger 2d event. In the second state (labeled state 5, sorry, really bad at labeling my stuff), I have an int add (I have a mechanic I'm trying to implement where each time you get a collectible you jump a little higher). In the next state (labeled state 2) I have a get key down and a trigger2d event. In the state labeled state 3, I have add force 2d, then in state labeled state 4, I have the collision 2d event (which can be removed to enable being able to have the FSMs fire for collectibles in the air, but also enables infinite double jumping).
And yes, my tags are labeled differently.
Hope that helps. Thanks again!