How to fade out target indicator on player arrival?

I’m sorry if this is a stupid question, as I’m pretty new at this.

I’m trying to create a target indicator that fades in on mouse click, and fade out on player arrival.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class TargetIndicatorFadeTest : MonoBehaviour
{

    [Range(0.01f, 15f)]
    public float fadeSpeed = 5.5f;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        //Fade in target indicator on mouse click, then
        if (Input.GetMouseButtonDown(0))
        {
            StartCoroutine(FadeInObject());
        }

        //fade out target indicator on player arrival

    }

    public IEnumerator FadeOutObject()
    {
        while (this.GetComponent<Renderer>().material.color.a > 0)
        {
            Color objectColor = this.GetComponent<Renderer>().material.color;
            float fadeAmount = objectColor.a - (fadeSpeed * Time.deltaTime);

            objectColor = new Color(objectColor.r, objectColor.g, objectColor.b, fadeAmount);
            this.GetComponent<Renderer>().material.color = objectColor;
            yield return null;
        }
    }

    public IEnumerator FadeInObject()
    {
        while (this.GetComponent<Renderer>().material.color.a < 1)
        {
            Color objectColor = this.GetComponent<Renderer>().material.color;
            float fadeAmount = objectColor.a + (fadeSpeed * Time.deltaTime);

            objectColor = new Color(objectColor.r, objectColor.g, objectColor.b, fadeAmount);
            this.GetComponent<Renderer>().material.color = objectColor;
            yield return null;
        }
    }
}

This script is placed on a quad (named TargetBody) with a material added, which is inside a gameObject called Target Indicator. This gameObject is nested inside the player model.

I have tried modifying solutions like (How can I tell when a navmeshagent has reached its destination? - Questions & Answers - Unity Discussions), but I can’t get it to work…
Somehow it has to know the movement of the Player model?

I got it working. I used the mesh collider in the quad, set it to isTrigger, and added a Rigidbody without gravity. Added a collider to my Player model, and added this code to the script:

private void OnTriggerEnter(Collider other)
    {
        StartCoroutine(FadeOutObject());
    }