void Update() { if (interactingEnabled && trigger.IsInteractingWithSomething()) { GameObject interaction = InteractionTrigger.currentInteraction; NPC npc = interaction.GetComponent <NPC>(); if (npc && npc.IsHappy()) { #if UNITY_ANDROID androidNotifier.SetActive(false); #else notifier.SetActive(false); #endif } else { #if UNITY_ANDROID androidNotifier.SetActive(true); #else notifier.SetActive(true); #endif } } else { #if UNITY_ANDROID androidNotifier.SetActive(false); #else notifier.SetActive(false); #endif } }