[Closed]Updating changing bool from one script to another.

So essential I need assistance in updating a private bool from a public bool of another script; The following is the first script which has the hitComm bool updating properly when a click is detected

public bool hitComm;
public Transform thisTransform;

private bool hitVerify = false; 

void Awake () {
		hitComm = hitVerify;
	}

void Update () {

		//Raycaster
		Ray constantRay = Camera.main.ScreenPointToRay(Input.mousePosition);
		Debug.DrawRay(constantRay.origin,constantRay.direction * 100,Color.red);
		
		if (Input.GetMouseButtonDown(0))
		{
			
			RaycastHit2D hit = Physics2D.GetRayIntersection(constantRay,Mathf.Infinity);
			
			if(hit.collider != null && hit.collider.transform == thisTransform)
			{
				hitVerify = true;
				hitComm = hitVerify;

			} else{
				hitVerify = false;
				hitComm = hitVerify;
			}

			Debug.Log("hitComm: " + hitComm);
		}

		hitComm = hitVerify;
		
	}

This is the second script, the one I am having trouble with attaining the proper updated bool state from the first script hitComm var.

using UnityEngine;
using System.Collections;

public class HitTest : MonoBehaviour {
	public CharacterClick greenLight;

	private bool hitChecker;

	// Use this for initialization
	void Start () {
		renderer.material.color = new Color(1,0,0);
		greenLight = new CharacterClick();
	}
	
	// Update is called once per frame
	void Update () {

		hitChecker = greenLight.hitComm;

		if(Input.GetMouseButtonDown(0))
		{
			Debug.Log("hitChecker: " + hitChecker);

			if(hitChecker)
			{
				renderer.material.color = new Color(0,1,0);
			} else if (!hitChecker){
				renderer.material.color = new Color(1,0,0);
			}

		}
	}
}

So the hitChecker here which is supposed to be referencing hitComm from the other script, with every Update, it does not reapply the value state of what hitComm is. I really appreciate some help on this.

Here’s a visual:
alt text

Is the character clicker script on a game object already?? If so, you don’t want the second script to create a new character clicker, but rather reference the game object:

CharacterClickerScriptName characterClickerScriptt;

void Start()
{

characterClickerScript = GameObject.Find("Name of  clicker Object").GetComponent<CharacterClickerScript>();
characterClickerScript.hitChecker = false;
}