Outline effect on object when triggered

Hey everyone!
Im making an third person rpg at the moment where you can pick up various objects.
I want the object to be highlighted (by an outline of some sort) when you get in range (the same range as when you can pick it up)
Say there’s a stack of apples, the one you wish to pick up should glow.
Any way to do this?
I figured i should just trigger the outlining with a collider but im not good at scripting.
Thanks!!

I found this outline script (so, not mine) that works to outline the object but i want it to toggle on and off when the character gets in range

using UnityEngine;
using System.Linq;
using System.Collections.Generic;

namespace cakeslice
{
    [ExecuteInEditMode]
    [RequireComponent(typeof(Renderer))]
    public class Outline : MonoBehaviour
    {
        public Renderer Renderer { get; private set; }

        public int color;
        public bool eraseRenderer;

        [HideInInspector]
        public int originalLayer;
        [HideInInspector]
        public Material[] originalMaterials;

        private void Awake()
        {
            Renderer = GetComponent<Renderer>();
        }

        void OnEnable()
        {
            IEnumerable<OutlineEffect> effects = Camera.allCameras.AsEnumerable()
                .Select(c => c.GetComponent<OutlineEffect>())
                .Where(e => e != null);

            foreach (OutlineEffect effect in effects)
            {
                effect.AddOutline(this);
            }
        }

        void OnDisable()
        {
            IEnumerable<OutlineEffect> effects = Camera.allCameras.AsEnumerable()
                .Select(c => c.GetComponent<OutlineEffect>())
                .Where(e => e != null);

            foreach (OutlineEffect effect in effects)
            {
                effect.RemoveOutline(this);
            }
        }
    }
}

and this script for the outlining, it gets attached to the camera (it’s a long one)

using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.VR;

namespace cakeslice
{
    [DisallowMultipleComponent]
    [RequireComponent(typeof(Camera))]
    [ExecuteInEditMode]
    public class OutlineEffect : MonoBehaviour
    {
        private static OutlineEffect m_instance;
        public static OutlineEffect Instance
        {
            get
            {
                if(Equals(m_instance, null))
                {
                    return m_instance = FindObjectOfType(typeof(OutlineEffect)) as OutlineEffect;
                }

                return m_instance;
            }
        }
        private OutlineEffect() { }

        private readonly LinkedSet<Outline> outlines = new LinkedSet<Outline>();

        [Range(1.0f, 6.0f)]
        public float lineThickness = 1.25f;
        [Range(0, 10)]
        public float lineIntensity = .5f;
        [Range(0, 1)]
        public float fillAmount = 0.2f;

        public Color lineColor0 = Color.red;
        public Color lineColor1 = Color.green;
        public Color lineColor2 = Color.blue;

        public bool additiveRendering = false;

        public bool backfaceCulling = true;

        [Header("These settings can affect performance!")]
        public bool cornerOutlines = false;
        public bool addLinesBetweenColors = false;

        [Header("Advanced settings")]
        public bool scaleWithScreenSize = true;
        [Range(0.1f, .9f)]
        public float alphaCutoff = .5f;
        public bool flipY = false;
        public Camera sourceCamera;

        [HideInInspector]
        public Camera outlineCamera;
        Material outline1Material;
        Material outline2Material;
        Material outline3Material;
        Material outlineEraseMaterial;
        Shader outlineShader;
        Shader outlineBufferShader;
        [HideInInspector]
        public Material outlineShaderMaterial;
        [HideInInspector]
        public RenderTexture renderTexture;
        [HideInInspector]
        public RenderTexture extraRenderTexture;

        CommandBuffer commandBuffer;

        Material GetMaterialFromID(int ID)
        {
            if(ID == 0)
                return outline1Material;
            else if(ID == 1)
                return outline2Material;
            else
                return outline3Material;
        }
        List<Material> materialBuffer = new List<Material>();
        Material CreateMaterial(Color emissionColor)
        {
            Material m = new Material(outlineBufferShader);
            m.SetColor("_Color", emissionColor);
            m.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
            m.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
            m.SetInt("_ZWrite", 0);
            m.DisableKeyword("_ALPHATEST_ON");
            m.EnableKeyword("_ALPHABLEND_ON");
            m.DisableKeyword("_ALPHAPREMULTIPLY_ON");
            m.renderQueue = 3000;
            return m;
        }

        private void Awake()
        {
            m_instance = this;
        }

        void Start()
        {
            CreateMaterialsIfNeeded();
            UpdateMaterialsPublicProperties();

            if(sourceCamera == null)
            {
                sourceCamera = GetComponent<Camera>();

                if(sourceCamera == null)
                    sourceCamera = Camera.main;
            }

            if(outlineCamera == null)
            {
                GameObject cameraGameObject = new GameObject("Outline Camera");
                cameraGameObject.transform.parent = sourceCamera.transform;
                outlineCamera = cameraGameObject.AddComponent<Camera>();
                outlineCamera.enabled = false;
            }

            renderTexture = new RenderTexture(sourceCamera.pixelWidth, sourceCamera.pixelHeight, 16, RenderTextureFormat.Default);
            extraRenderTexture = new RenderTexture(sourceCamera.pixelWidth, sourceCamera.pixelHeight, 16, RenderTextureFormat.Default);
            UpdateOutlineCameraFromSource();

            commandBuffer = new CommandBuffer();
            outlineCamera.AddCommandBuffer(CameraEvent.BeforeImageEffects, commandBuffer);
        }

        public void OnPreRender()
        {
            if(commandBuffer == null)
                return;

            CreateMaterialsIfNeeded();

            if(renderTexture == null || renderTexture.width != sourceCamera.pixelWidth || renderTexture.height != sourceCamera.pixelHeight)
            {
                renderTexture = new RenderTexture(sourceCamera.pixelWidth, sourceCamera.pixelHeight, 16, RenderTextureFormat.Default);
                extraRenderTexture = new RenderTexture(sourceCamera.pixelWidth, sourceCamera.pixelHeight, 16, RenderTextureFormat.Default);
                outlineCamera.targetTexture = renderTexture;
            }
            UpdateMaterialsPublicProperties();
            UpdateOutlineCameraFromSource();
            outlineCamera.targetTexture = renderTexture;
            commandBuffer.SetRenderTarget(renderTexture);

            commandBuffer.Clear();
            if(outlines != null)
            {
                foreach(Outline outline in outlines)
                {
                    LayerMask l = sourceCamera.cullingMask;

                    if(outline != null && l == (l | (1 << outline.originalLayer)))
                    {
                        for(int v = 0; v < outline.Renderer.sharedMaterials.Length; v++)
                        {
                            Material m = null;

                            if(outline.Renderer.sharedMaterials[v].mainTexture != null && outline.Renderer.sharedMaterials[v])
                            {
                                foreach(Material g in materialBuffer)
                                {
                                    if(g.mainTexture == outline.Renderer.sharedMaterials[v].mainTexture)
                                    {
                                        if(outline.eraseRenderer && g.color == outlineEraseMaterial.color)
                                            m = g;
                                        else if(g.color == GetMaterialFromID(outline.color).color)
                                            m = g;
                                    }
                                }

                                if(m == null)
                                {
                                    if(outline.eraseRenderer)
                                        m = new Material(outlineEraseMaterial);
                                    else
                                        m = new Material(GetMaterialFromID(outline.color));
                                    m.mainTexture = outline.Renderer.sharedMaterials[v].mainTexture;
                                    materialBuffer.Add(m);
                                }
                            }
                            else
                            {
                                if(outline.eraseRenderer)
                                    m = outlineEraseMaterial;
                                else
                                    m = GetMaterialFromID(outline.color);
                            }

                            if(backfaceCulling)
                                m.SetInt("_Culling", (int)UnityEngine.Rendering.CullMode.Back);
                            else
                                m.SetInt("_Culling", (int)UnityEngine.Rendering.CullMode.Off);

                            commandBuffer.DrawRenderer(outline.GetComponent<Renderer>(), m, 0, 0);
                            MeshFilter mL = outline.GetComponent<MeshFilter>();
                            if(mL)
                            {
                                for(int i = 1; i < mL.sharedMesh.subMeshCount; i++)
                                    commandBuffer.DrawRenderer(outline.GetComponent<Renderer>(), m, i, 0);
                            }
                            SkinnedMeshRenderer sMR = outline.GetComponent<SkinnedMeshRenderer>();
                            if(sMR)
                            {
                                for(int i = 1; i < sMR.sharedMesh.subMeshCount; i++)
                                    commandBuffer.DrawRenderer(outline.GetComponent<Renderer>(), m, i, 0);
                            }
                        }
                    }
                }
            }

            outlineCamera.Render();
        }

        private void OnEnable()
        {
            Outline[] o = FindObjectsOfType<Outline>();

            foreach(Outline oL in o)
            {
                oL.enabled = false;
                oL.enabled = true;
            }
        }

        void OnDestroy()
        {
            if(renderTexture != null)
                renderTexture.Release();
            if(extraRenderTexture != null)
                extraRenderTexture.Release();
            DestroyMaterials();
        }

        void OnRenderImage(RenderTexture source, RenderTexture destination)
        {
            outlineShaderMaterial.SetTexture("_OutlineSource", renderTexture);

            if(addLinesBetweenColors)
            {
                Graphics.Blit(source, extraRenderTexture, outlineShaderMaterial, 0);
                outlineShaderMaterial.SetTexture("_OutlineSource", extraRenderTexture);
            }
            Graphics.Blit(source, destination, outlineShaderMaterial, 1);
        }

        private void CreateMaterialsIfNeeded()
        {
            if(outlineShader == null)
                outlineShader = Resources.Load<Shader>("OutlineShader");
            if(outlineBufferShader == null)
            {
                outlineBufferShader = Resources.Load<Shader>("OutlineBufferShader");
            }
            if(outlineShaderMaterial == null)
            {
                outlineShaderMaterial = new Material(outlineShader);
                outlineShaderMaterial.hideFlags = HideFlags.HideAndDontSave;
                UpdateMaterialsPublicProperties();
            }
            if(outlineEraseMaterial == null)
                outlineEraseMaterial = CreateMaterial(new Color(0, 0, 0, 0));
            if(outline1Material == null)
                outline1Material = CreateMaterial(new Color(1, 0, 0, 0));
            if(outline2Material == null)
                outline2Material = CreateMaterial(new Color(0, 1, 0, 0));
            if(outline3Material == null)
                outline3Material = CreateMaterial(new Color(0, 0, 1, 0));
        }

        private void DestroyMaterials()
        {
            foreach(Material m in materialBuffer)
                DestroyImmediate(m);
            materialBuffer.Clear();
            DestroyImmediate(outlineShaderMaterial);
            DestroyImmediate(outlineEraseMaterial);
            DestroyImmediate(outline1Material);
            DestroyImmediate(outline2Material);
            DestroyImmediate(outline3Material);
            outlineShader = null;
            outlineBufferShader = null;
            outlineShaderMaterial = null;
            outlineEraseMaterial = null;
            outline1Material = null;
            outline2Material = null;
            outline3Material = null;
        }

        public void UpdateMaterialsPublicProperties()
        {
            if(outlineShaderMaterial)
            {
                float scalingFactor = 1;
                if(scaleWithScreenSize)
                {
                    // If Screen.height gets bigger, outlines gets thicker
                    scalingFactor = Screen.height / 360.0f;
                }

                // If scaling is too small (height less than 360 pixels), make sure you still render the outlines, but render them with 1 thickness
                if(scaleWithScreenSize && scalingFactor < 1)
                {
                    if(UnityEngine.XR.XRSettings.isDeviceActive && sourceCamera.stereoTargetEye != StereoTargetEyeMask.None)
                    {
                        outlineShaderMaterial.SetFloat("_LineThicknessX", (1 / 1000.0f) * (1.0f / UnityEngine.XR.XRSettings.eyeTextureWidth) * 1000.0f);
                        outlineShaderMaterial.SetFloat("_LineThicknessY", (1 / 1000.0f) * (1.0f / UnityEngine.XR.XRSettings.eyeTextureHeight) * 1000.0f);
                    }
                    else
                    {
                        outlineShaderMaterial.SetFloat("_LineThicknessX", (1 / 1000.0f) * (1.0f / Screen.width) * 1000.0f);
                        outlineShaderMaterial.SetFloat("_LineThicknessY", (1 / 1000.0f) * (1.0f / Screen.height) * 1000.0f);
                    }
                }
                else
                {
                    if(UnityEngine.XR.XRSettings.isDeviceActive && sourceCamera.stereoTargetEye != StereoTargetEyeMask.None)
                    {
                        outlineShaderMaterial.SetFloat("_LineThicknessX", scalingFactor * (lineThickness / 1000.0f) * (1.0f / UnityEngine.XR.XRSettings.eyeTextureWidth) * 1000.0f);
                        outlineShaderMaterial.SetFloat("_LineThicknessY", scalingFactor * (lineThickness / 1000.0f) * (1.0f / UnityEngine.XR.XRSettings.eyeTextureHeight) * 1000.0f);
                    }
                    else
                    {
                        outlineShaderMaterial.SetFloat("_LineThicknessX", scalingFactor * (lineThickness / 1000.0f) * (1.0f / Screen.width) * 1000.0f);
                        outlineShaderMaterial.SetFloat("_LineThicknessY", scalingFactor * (lineThickness / 1000.0f) * (1.0f / Screen.height) * 1000.0f);
                    }
                }
                outlineShaderMaterial.SetFloat("_LineIntensity", lineIntensity);
                outlineShaderMaterial.SetFloat("_FillAmount", fillAmount);
                outlineShaderMaterial.SetColor("_LineColor1", lineColor0 * lineColor0);
                outlineShaderMaterial.SetColor("_LineColor2", lineColor1 * lineColor1);
                outlineShaderMaterial.SetColor("_LineColor3", lineColor2 * lineColor2);
                if(flipY)
                    outlineShaderMaterial.SetInt("_FlipY", 1);
                else
                    outlineShaderMaterial.SetInt("_FlipY", 0);
                if(!additiveRendering)
                    outlineShaderMaterial.SetInt("_Dark", 1);
                else
                    outlineShaderMaterial.SetInt("_Dark", 0);
                if(cornerOutlines)
                    outlineShaderMaterial.SetInt("_CornerOutlines", 1);
                else
                    outlineShaderMaterial.SetInt("_CornerOutlines", 0);

                Shader.SetGlobalFloat("_OutlineAlphaCutoff", alphaCutoff);
            }
        }

        void UpdateOutlineCameraFromSource()
        {
            outlineCamera.CopyFrom(sourceCamera);
            outlineCamera.renderingPath = RenderingPath.Forward;
            outlineCamera.backgroundColor = new Color(0.0f, 0.0f, 0.0f, 0.0f);
            outlineCamera.clearFlags = CameraClearFlags.SolidColor;
            outlineCamera.rect = new Rect(0, 0, 1, 1);
            outlineCamera.cullingMask = 0;
            outlineCamera.targetTexture = renderTexture;
            outlineCamera.enabled = false;
#if UNITY_5_6_OR_NEWER
            outlineCamera.allowHDR = false;
#else
            outlineCamera.hdr = false;
#endif
        }

        public void AddOutline(Outline outline)
        {
            if(!outlines.Contains(outline))
                outlines.Add(outline);
        }

        public void RemoveOutline(Outline outline)
        {
            if(outlines.Contains(outline))
                outlines.Remove(outline);
        }
  
    
    }
}