textmesh OnTriggerEnter

Hi Sry for being thick
Im trying to use the textMesh “simple code” example to get the score to add up in the textmesh. when ever i trigger. the score code works in the Update but if i put it in:

if (m_triggering) { blah score dam you blah}
it stops working.

or even if i put it in:

void OnTriggerEnter(Collider other)
it stops as well.

Any ideas please.

    
    
    namespace TMPro.Examples
    {
        
        public class SimpleScriptTim : MonoBehaviour
        {
    
            private TextMeshPro m_textMeshPro;
            //private TMP_FontAsset m_FontAsset;
    
            private const string label = "The <#0050FF>count is: {0:2}";
            //private int m_frame;
            //===========
            private GameObject m_triggeringNpc;
            private bool m_triggering;
            private int m_score;
            void Start()
            {
                // Add new TextMesh Pro Component
                m_textMeshPro = gameObject.AddComponent();
    
                m_textMeshPro.autoSizeTextContainer = true;
    
                // Load the Font Asset to be used.
                //m_FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset;
                //m_textMeshPro.font = m_FontAsset;
    
                // Assign Material to TextMesh Pro Component
                //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material;
                //m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON");
                
                // Set various font settings.
                m_textMeshPro.fontSize = 48;
    
                m_textMeshPro.alignment = TextAlignmentOptions.Center;
                
                //m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation.
                //m_textMeshPro.enableAutoSizing = true;
    
                //m_textMeshPro.characterSpacing = 0.2f;
                //m_textMeshPro.wordSpacing = 0.1f;
    
                //m_textMeshPro.enableCulling = true;
                m_textMeshPro.enableWordWrapping = false; 
    
                //textMeshPro.fontColor = new Color32(255, 255, 255, 255);
            }
    
    
            void Update()
            {   
               
                m_textMeshPro.SetText(label, m_score);
                m_score +=1;
                print("score is " + m_score);
               
                if (m_triggering)
                {    
                    print("PlayerLeftHand is triggering with " + m_triggeringNpc);
                }
            }
    
          void OnTriggerEnter(Collider other)
            {
                if (other.CompareTag("npc"))
                {
                    m_triggering = true;
                    m_triggeringNpc = other.gameObject;
                   
    
                }
            }
            void OnTriggerExit(Collider other)
            {
                if (other.CompareTag("npc"))
                {
                    m_triggering = false;
                    m_triggeringNpc = null;
                }
            }
    
        }
    
    
    }
    
    

Ok i gave up on that you cant use textmesh in that way as far as i can see