protected void OnTriggerExit(Collider other) { var character = other.gameObject.GetComponent <Character>(); if (character != null) { // Check just in case the player object has more than 1 collider. if (_charactersInRange.Contains(character)) { character.NotifyWentOutOfTriggerRange(_trigger); _trigger.UnUse(character); _charactersInRange.Remove(character); } } }