You gotta add your collision Cubes for this to work.  See CubeRaider for more info.

    public GameObject CUBE;

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
	
	}

    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "NOMOVEMENT")
        {
            switch (transform.name)
            {
                case "Front":
                    CUBE.GetComponent<CubeMovement>().IsFrontBlocked = true;
                    break;

                case "Left":
                    CUBE.GetComponent<CubeMovement>().IsLeftBlocked = true;
                    break;

                case "Right":
                    CUBE.GetComponent<CubeMovement>().IsRightBlocked = true;
                    break;

                case "Back":
                    CUBE.GetComponent<CubeMovement>().IsBackBlocked = true;
                    break;
            }
        }
    }

    void OnTriggerExit(Collider other)
    {
        if (other.gameObject.tag == "NOMOVEMENT")
        {
            switch (transform.name)
            {
                case "Front":
                    CUBE.GetComponent<CubeMovement>().IsFrontBlocked = false;
                    break;

                case "Left":
                    CUBE.GetComponent<CubeMovement>().IsLeftBlocked = false;
                    break;

                case "Right":
                    CUBE.GetComponent<CubeMovement>().IsRightBlocked = false;
                    break;

                case "Back":
                    CUBE.GetComponent<CubeMovement>().IsBackBlocked = false;
                    break;
            }
        }
    }