Car Exit/Enter Scipt Problem/Bug

So I’m making a kinda medieval game in Unity. Just finished editing the Car Script a lot of people us and I realize I can enter the car/horse from wherever. I’ve tried to edit the script so only when i’m in the collision zone it will allow me to enter, but it still won’t! Heres the script (Works, but can enter anywhere)

#pragma strict

 var Car : Transform;
 var player : Transform;
 var exitPoint : Transform;
 var doorTriggerLeft : Transform;
 var PlayerCamera : Camera;
 var CarCamera : Camera;
 var isPlayerVisable : boolean;
 var fly : Transform;
 
 function Start (){
 fly.GetComponent("fly").active = false;
 }
 function Update (){
 //enter is e
 
     
     
     if (Input.GetButtonDown("enter")&& isPlayerVisable)
     {
         //Make player invisable and still standing
         player.gameObject.SetActiveRecursively(false);
         player.gameObject.active = false;
         // Parent player to ExitPoint
         player.parent = exitPoint.transform;
         player.transform.localPosition = Vector3(3,2,0);
         //Parent playerParent to car
         exitPoint.parent = Car.transform;
         exitPoint.transform.localPosition = Vector3(0,0,0);
         // Enable car as controllable object
         fly.GetComponent("fly").active = true;
         PlayerCamera.active = false;
         CarCamera.active = true;
     }
     
     else
     {
     //exit is r
         if (Input.GetButtonDown("Exit")){
             // Make Character visable again.
             player.gameObject.SetActiveRecursively(true);
             player.gameObject.active = true;
             // Unparent Player from everything.
             player.transform.parent = null;
             // Parent Exit Point to Door Trigger.
             exitPoint.parent = doorTriggerLeft.transform;
             // Disable car as a controllable
             fly.GetComponent("fly").active = false;
             PlayerCamera.active = true;
             CarCamera.active = false;
         }
     }
 }
     
 function OnTriggerEnter(Player : Collider) {
     isPlayerVisable = true;
 }
 
 function OnTriggerExit(Player : Collider) {
     isPlayerVisable = false;
 }

P.S. Fly is the script that I use to move the horse. Here is the code to that:

#pragma strict

var rotateSpeed = 25.0;
var speed = 50.0;
var Horse : Transform;
function Update() {
var transAmount = speed * Time.deltaTime;
var rotateAmount = rotateSpeed * Time.deltaTime;
var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));

if (Input.GetKey("up")) {
Horse.rigidbody.AddForce (transform.forward * 30);

}
if (Input.GetKey("down")) {
Horse.rigidbody.AddForce (transform.forward * -30);
}
if (Input.GetKey("left")) {
Horse.transform.Rotate(0, -rotateAmount, 0);
}
if (Input.GetKey("right")) {
Horse.transform.Rotate(0, rotateAmount, 0);
}

}

You’re just reacting to any trigger enter or exit. I think you need to be more specific in there. You could check for tag or name for example:

if (Player.CompareTag("Whatever tag the Car has"))

or

if (Player.name.Equals("Whatever name the Car has"))

If you’re unclear of what is triggering enter just Debug.Log(Player.name); to see what’s going on