// When player walks through exit, quit or change to next level void OnTriggerEnter(Collider other) { if (other.CompareTag("Player") && ChangeCondition(condition)) { if (quitOnChange) { Application.Quit(); } else { // Destroy all enemy objects (prevents redundancy) UnitStats.DestroyByTag("EnemyData"); SceneManager.LoadScene(sceneIndex); } } }