If Dead, Menu

I made my own style menu using Easy Menu from asset store, Its a empty Gameobject.
I want this to pop up when player is dead
I have tried all different ways, the only way I know of which is really dumb is to have it loadlevel with only that game object on level.
Id rather it just pop up. I have no clue what to put after “If dead”
Any help would be appreciated.

void OnGUI()
{
GUI.skin = skin;

//Score
GUI.Label(new Rect(10,10,300,300),score.ToString());

//If dead
if (dead)
{
//Show “Lives: 0”
GUI.Label(new Rect(10,Screen.height - 35,300,300),“Lives: 0”);
}
else
{
//Show lives left
GUI.Label(new Rect(10,Screen.height - 35,300,300),"Lives: " + lives.ToString());
}

//If dead
if (dead)

i do not clearly understand c# , but i guess you have to either ask if the “dead” = true, or to actually declare it true in function Update ()

Yes it is C#. I did not post the whole script, just partial. I have the Dead=true part. But now im trying to figure out how to get this gameobject to appear when game is over.
I have tried everything and I cant find it in any forums.
I added Application.LoadLevel(“YouLose”) at the end but that is just temporary until I can find another way.
This is the full script

using UnityEngine;
using System.Collections;

public class Game10_Player : MonoBehaviour
{
public GUISkin skin; //GUI Skin
public int score; //Score
public int lives; //Lives

private Vector3 pos; //Position
private bool dead; //If we are dead

void start ()
{
//Set screen orientation to landscape
Screen.orientation = ScreenOrientation.Landscape;
//Set sleep timeout to never
Screen.sleepTimeout = SleepTimeout.NeverSleep;
}

void Update ()
{
//If dead
if (dead)
{
//Set collider to false
collider.enabled = false;
return;
}
//If we have 0 lives left
if (lives < 1)
{
//Kill
dead = true;
//Set collider to false
collider.enabled = false;
}

//If the game is running on a android device
if (Application.platform == RuntimePlatform.Android)
{
//If we are hitting the screen
if (Input.touchCount == 1)
{
//Find screen touch position
pos = Camera.main.ScreenToWorldPoint(new Vector3(Input.GetTouch(0).position.x, Input.GetTouch(0).position.y, 1));
//Set position
transform.position = new Vector3(pos.x,pos.y,0);
//Set collider to true
collider.enabled = true;
return;
}
//Set collider to false
collider.enabled = false;
}
//If the game is not running on a android device
else
{
//Find mouse position
pos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0));
//Set position
transform.position = new Vector3(pos.x,pos.y,0);
}
}

void OnTriggerEnter(Collider other)
{
//If we hits a fruit
if (other.tag == “Fruit”)
{
//Run hit function
other.GetComponent<Game10_Fruit>().Hit();
//Add score
score += 1;
}
//If we hits a enemy (bomb)
else if (other.tag == “Enemy”)
{
//Run hit function
other.GetComponent<Game10_Bomb>().Hit();

}

}
void OnGUI()
{
GUI.skin = skin;

//Score
GUI.Label(new Rect(10,10,300,300),score.ToString());

//If dead
if (dead)
{
//Show “Lives: 0”
GUI.Label(new Rect(10,Screen.height - 35,300,300),“Lives: 0”);
}
else
{
//Show lives left
GUI.Label(new Rect(10,Screen.height - 35,300,300),"Lives: " + lives.ToString());
}

//If dead
if (dead)
Application.LoadLevel(“YouLose”);
}
}

Please use code tags next time.
http://forum.unity3d.com/threads/143875-Using-code-tags-properly

You say your menu is on a different script on a different object yeah? What I would do is to first store the gameobject variable that has the script then call a function to set a boolean variable to be true so I can tell the menu to show up. The menu will then do all the fancy animation on its own. You can tell the script to show the menu inside Update.