How can i make it so that when a gameobject enters a collider, it gets destroyed. All of this while being able to toggle said collider by pressing a key

So i have been trying for the past few days how to do as I say in the title but i havent made much progress, if at all

What i have done is, I created an empty object and added a box collider to it, then i wrote this code on the player’s script to make the empty toggleable, which hasnt worked as it only sets it to false when the empty is set to true.

 if (Input.GetKeyDown(KeyCode.E) && toggleAttack)
        {
            attack.SetActive(true);
            toggleAttack = false;
        }
        if (Input.GetKeyDown(KeyCode.E) && toggleAttack == false)
        {
            attack.SetActive(false);
            toggleAttack = true;
        }

Then on the empty’s script i wrote this so that it would destroy a certain type of gameobjects and also follow the player

{
    public GameObject player;
    public GameObject attack;
    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        transform.position = player.transform.position + new Vector3(-0.8f, 0, -1);
    }
    private void OnTriggerEnter(Collider other)
    {
        if (CompareTag("Enemy"))
        {
            Destroy(other.gameObject);
            GetComponent<SpawnManager>().currentEnemies -= 1;
        }
    }
}

Which also doesnt work as the empty just ignores any of the gameobjects that enter its trigger

Any help would be appreciated

hey,
first thing first, you can write the player’s code as below just to simplify it

if (Input.GetKeyDown(KeyCode.E))
{
    attack.SetActive(toggleAttack);
    toggleAttack = !toggleAttack;
}

secondly, you should compare other.gameobject.tag to compare the tag of the object you collided with and not just CompareTag, which i’m not sure what it does since it’s a function by itself.

thirdly, you need to check that at least one of the objects, be it empty or the enemy, has rigidbody on it for collisions to occur.