How can i make a gameobject grow in size each time it collides with other gameobject?

Hello, i have been trying to make it so that when my player0s gameobject collides with a “power up” it grows in size

  if (other.gameObject.CompareTag("WindPowerUp"))
        {
            manager.GetComponent<SpawnManager>().currentWindPowerUp -= 1;
            Destroy(other.gameObject);
            powerUpCD = false;
            StartCoroutine(PowerUpCD(10f));
        }
        if(other.gameObject.CompareTag("WindPowerUp") && powerUpCD)
        {
            Player.transform.localScale += new Vector3(2, 2, 2);
            powerUpCD = false;
            StartCoroutine(PowerUpCD(10f));
        }               

It doesnt work as it does not change the scale, I have checked so the coroutine works and it does.
Any help would be appreciated

you are destroying the powerup object in the first if statement, which doesn’t give the second if statement, any object to compare tag with, since it’s already destroyed…you should remove the compare tag part from the second if and move it inside the first one…like this

   if (other.gameObject.CompareTag("WindPowerUp"))
         {
             manager.GetComponent<SpawnManager>().currentWindPowerUp -= 1;
             if(powerUpCD)
             {
                 Player.transform.localScale += new Vector3(2, 2, 2);
             } 
             Destroy(other.gameObject);
             powerUpCD = false;
             StartCoroutine(PowerUpCD(10f));
         }

and this should solve the problems, including the problem that since you set powerUpCD false immediately before the second if statement is run…there is no chance that the powerUpCD variable will return true in the second if statement, and so it has to be run before…Hope this helps