// code that executes when anything has left the switch void OnTriggerExit2D(Collider2D collider) { // deactivate switch on exit activate = false; // if trigger is keyspawn, deactivate all keys if (triggerObject.CompareTag("KeySpawn")) { KeySpawnScript ks = triggerObject.GetComponent <KeySpawnScript>(); ks.DespawnKeys(); } else if (triggerObject.CompareTag("Gate")) { GateScript gs = triggerObject.GetComponent <GateScript>(); gs.GateClose(); } }