Canvas starts enabled no matter what

I’m using a canvas to show a player in proximity to something that they can interact e.g. “Press ‘E’ to activate.”

The goal is to have that appear onscreen when in a trigger. The problem is that once the game starts the canvas is already enabled even though I set it too false in code or set it to false in the editor or do both. Once the player has stepped into the trigger and leaves it works properly.

using UnityEngine;
using System.Collections;

public class Trigger_test : MonoBehaviour {

//grab audio
public AudioSource myAudio;
public Canvas pressE;
public Collider myPlayer;

int x = 0;

void Start () {
	pressE.enabled = false;
}

void Update () {
}

void OnTriggerStay (Collider myPlayer){
	if (myPlayer.attachedRigidbody){
		//Debug.Log("Collision works");

		if (Input.GetKeyDown("e") && x == 0) {
			Debug.Log ("Pause");
			myAudio.Pause();
			x = 1;
		}
	
		else if (Input.GetKeyDown("e") && x == 1) {
			Debug.Log ("UnPause");
			myAudio.UnPause();
			x = 0;
		}				
	}
}

void OnTriggerEnter (Collider myPlayer) {
	pressE.enabled = true;
}

void OnTriggerExit (Collider myPlayer) {
	pressE.enabled = false;
}

Put a debug.log in your OnTriggerEnter to see that there is something triggerring it to begin with. Perhaps the terrain?