Fixed

i have just down this script it works fine until i want to get back in after exiting it doesn’t work

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

    public class EnterExit : MonoBehaviour
    {
        public GameObject Car;
        public GameObject CarCam;
        public GameObject EnterText;
        public GameObject Crosshair;
        public GameObject Player;
        public GameObject playerInCar;

        private bool inVehicle = false;

        void Start()
        {
            playerInCar.SetActive(false);
            CarCam.SetActive(false);
            EnterText.SetActive(false);
            gameObject.GetComponent<Vehicle>().enabled = false;
        }

        void OnTriggerStay(Collider other)
        {
            if (other.gameObject.tag == "Player" && inVehicle == false)
            {
                EnterText.SetActive(true);
            }
            if (other.gameObject.tag == "Player" && inVehicle == false && Input.GetKeyDown("e"))
            {
                Player.SetActive(false);
                EnterText.SetActive(false);
                Crosshair.SetActive(false);
                playerInCar.SetActive(true);
                CarCam.SetActive(true);
                Player.transform.parent = Car.transform;
                gameObject.GetComponent<Vehicle>().enabled = true;
            inVehicle = true;
            }
        }

        void OnTriggerExit(Collider other)
        {
            if (other.gameObject.tag == "Player")
            {
                EnterText.SetActive(false);
            }
        }

        void Update()
        {
            if (inVehicle == true && Input.GetKeyDown("f"))
            {
                playerInCar.SetActive(false);
                CarCam.SetActive(false);
                gameObject.GetComponent<Vehicle>().enabled = false;
                Player.transform.parent = null;
                Player.SetActive(true);
                Crosshair.SetActive(true);
            }
        }
    }

You never set inVehicle to false