void OnTriggerEnter(Collider other) { //Is it the Player who enters the collider? if ((!other.CompareTag("Player1")) && (!other.CompareTag("Player2"))) { return; } // return; //If it's not the player doLapsnt continue if (other.CompareTag("Player1")) { choosen_laps = player_1.GetComponent <Laps>(); } if (other.CompareTag("Player2")) { choosen_laps = player_2.GetComponent <Laps>(); } if (transform == choosen_laps.checkpointA[choosen_laps.currentCheckpoint].transform) { //Check so we dont exceed our checkpoint quantity //Add to currentLap if currentCheckpoint is 0 if (choosen_laps.currentCheckpoint == choosen_laps.checkpointA.Length - 1) { choosen_laps.NewLapTriggered(); choosen_laps.currentLap++; choosen_laps.currentCheckpoint = 0; } choosen_laps.currentCheckpoint++; } choosen_laps.CheckpointTriggered(); }