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; } } }