Multiple Collider/Trigger in one script.

Please help. All I want is If the Trackable Behavior is detected I want a object to be spawned in another spot if an object is in the intended spot. And I was thinking to use colliders as a reference as to know if a object is in the spot or not. I guess what I’m trying to say is how to call other triggers and check if its triggered and execute a function all while in an if statement.

using UnityEngine;
namespace Vuforia
{
    public class Spawn : MonoBehaviour,
    ITrackableEventHandler
    {
    
        private TrackableBehaviour mTrackableBehaviour;
        public GameObject Monster;                // The enemy prefab to be spawned.
        public Vector3 Zone1V;
        public Vector3 Zone2V;
        public Vector3 Zone3V;
        public Vector3 Zone4V;
        public Vector3 Zone5V;
        public Collider Zone1;
        public Collider Zone2;
        public Collider Zone3;
        public Collider Zone4;
        public Collider Zone5;
        GameObject SpawnedM;
        void Start()
        {
            mTrackableBehaviour = GetComponent<TrackableBehaviour>();
            if (mTrackableBehaviour)
            {
                mTrackableBehaviour.RegisterTrackableEventHandler (this);
            }
        }
        public void OnTrackableStateChanged(
            TrackableBehaviour.Status previousStatus,
            TrackableBehaviour.Status newStatus)
        {
        if (newStatus == TrackableBehaviour.Status.DETECTED ||
            newStatus == TrackableBehaviour.Status.TRACKED ||
            newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
                {
                    SpawnedM = Instantiate (Monster, Zone1V, Quaternion.identity) as GameObject;
                    Debug.Log ("Monster Summoned");
                }
            else
                {
                    Destroy(SpawnedM);
                    Debug.Log ("Monster Destroyed");
                }
            }
        }
    }

The trigger box will be in
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED ||
newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED) statement

There’s no direct way to pick up collision or trigger events from other scripts. What you can do, though, is to add a simple script on each of those colliders that simply registers the events - either keeping them around so your Spawn class can poll them, or sending messages to the spawn class when the collision happens.

If the colliders are box colliders and they’re axis aligned (their rotation is all in multiples of 90), you can use their bounds to check if the thing you’re checking for is within those bounds. There’s a convenient Contains method that checks for that.

Finally, you could give the Trackable Behaviour the responsibility of checking if it’s within those colliders or not.