issues with on trigger enter and exit

So i have a seen set up where I have a flashlight object which you have to turn on and off to find clues, when you turn it on you have to leave the cone light trigger on the point of interest trigger for 5 seconds if you take it off before those 5 seconds it is meant to reset the timer, however if find when I move the flashlight trigger of manually it detects it and resets but when I turn the torch object off (which is what I intend for players to do) it doesn’t recognize it as a trigger exit or anything, am I doing something wrong here? I am incredibly confused.

For a bit of clarity, I intend players to turn the torch off every time they stop using it and I want to make it so that the timer resets if you do, but the timer just keeps going anyway. ontriggerexit isn’t working either is ontriggerstay.

The script is on the point of interest itself L_O_S is the line of sight of the torch.
using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Point_Of_Interest : MonoBehaviour { public GameObject Item_Dropped; public float waitTime = 5f; public bool isTriggered; // Start is called before the first frame update

private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == “L_O_S”)
{
Debug.Log(“Object Triggered”);
isTriggered = true;
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.tag == “L_O_S”)
{
Debug.Log(“Object Lost”);
isTriggered = false;
}

}
private void Update()
{
if(isTriggered == true)
{
waitTime -= Time.deltaTime;
}
if(isTriggered == true && waitTime <= 0f)
{
Debug.Log(“Object found”);
Destroy(gameObject);
}
if(isTriggered == false)
{
waitTime = 5f;
}
}
}

Disabling or Destroying a GameObject doesn’t trigger OnTriggerExit. It’s one of those annoying Unity quirks.

Typically, I move the object being disbaled very far away for one frame, then disable it. The change in position registers the OnTriggerExit.