I am trying to activate another gameobject when my player triggers another gameobject. Can someone please help me?
I'll try. First, study the docs for GameObject.SetActive. You'll see that it takes just one parameter, which is true or false; true to make it active, false otherwise. There is no place in that to pass in a string, like the "NextScene" string you're attempting to pass. It applies to the GameObject you call it on, and no other. Next concept: what is this "gameObject" (with a lowercase "g") shown in the examples? That's a reference to the GameObject that this particular instance of your script is on. When you see "gameObject" like that, you should think "my gameObject." Me, myself, the GameObject I live on. So, the code example in the docs is deactivating itself. You want to activate a different game object. So your first question should be, how do I get a reference to that other game object? There are many ways to do that, but the standard first approach is to make a public property, so that when your script is attached to something in the scene, you can drag in something else from the scene as the value of that property. Now I don't do Unityscript, so here it is in C#. Code (CSharp): #using UnityEngine; public class Enabler : MonoBehaviour { public GameObject thingToEnable; void function OnTriggerEnter(Collider other) { thingToEnable.SetActive(true); } } This is off the top of my head, but ought to be pretty close. I recommend doing some tutorials, both for Unity in general, and for C# programming (try cplusplus.com). A few hours of that will save you dozens of hours of confusion. Good luck, - Joe