Boolean variable won't trigger in other script

I have a variable hitTrigger that is set to false by default, and turns true once my player collides with an object. Here’s the script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BoxCollide : MonoBehaviour {

    public GameObject CubeObj;  // cube object 
    public Camera Stall;        // stall camera
    public GameObject Player;   // our fps controller
    public GameObject Ball;

    public AudioListener listener;  // this listener needs to me ON when we deactivate 
                                    // the FPS controller

    public bool hitTrigger = false;

    void Start() {
        // referenced variables
    void OnControllerColliderHit(ControllerColliderHit hit)

        CubeObj = GameObject.Find("Stall Collider");
        Player = GameObject.Find("FPSController");
        Ball = GameObject.Find("Sphere");
        // now these objects are inside the variables

        if ( == "Stall Collider")
            Debug.Log("Walked on!");
             Destroy(CubeObj);  // we destory the box collision cube
             Stall.enabled = true;  // enables the stall camera
            if (Stall.enabled == true) {
                Player.SetActive(false);    // when we enable stall, we disable FPS
             Debug.Log("Camera Active!");

            listener.enabled = true;    // we switch on the new listener
            playMainMusic.Stop();       // and stop the main music
            Debug.Log("Stopped Main Music");
            playStallMusic.Play();      // then play the new music
            Debug.Log("Playing Stall Music");
            hitTrigger = true;             // hitTrigger TURNS TRUE HERE

        if (hitTrigger == true) {
            Debug.Log("hitTrigger: true");
            // just to be sure the boolean turns true

I then have another script called fisherTimerv2.cs that I need to do something once hitTrigger has turned true. Here’s the fisherTimerv2.cs Script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class fisherTimerv2 : MonoBehaviour {

    bool countStop = false;
    int counter = 0;
    public Spawn spawnNewCharacter;

    void Start()
    IEnumerator Spawning()
        if (GameObject.Find("FPSController").GetComponent<BoxCollide>().hitTrigger == true)
            Debug.Log("CUSTOMER SHOULD SPAWN!");
            while (countStop == false) {

                yield return new WaitForSeconds(2);
                Debug.Log("Fisher Spawned!");

                if (counter >= 3){
                    countStop = true;



As you can see in the IEnumerator Spawning() function, I have an if statement that checks if hitTrigger turns true, then does whatever afterwards, but for some reason I can’t get that check in the Spawning() function to work at all, it just completely ignores it.

Any reason for this?

You should do more debugging first. To do this look at this line

if (GameObject.Find("FPSController").GetComponent<BoxCollide>().hitTrigger == true)

and split it up so you can debug every single part of it:

FPSController FPSC = GameObject.Find("FPSController");
BoxCollide BOXC = FPSC.GetComponent<BoxCollide>();
bool hitTrigger = BOXC.hitTrigger;

if (hitTrigger == true)

You can now use Debug.Log to look at individual object properties and check if they are what you expect (is FPSC the right FPSController? Is BOXC the right BoxCollide script?).
You should also use Debug.Log calls to check if the Spawning() function is even called and if so, if it is called in the right order. Do also a log output in the BoxCollide function to log to the console what the actual value of hitTrigger is.