Hardcoding the objects into each other’s code will require the object to exist in the scene; otherwise, you will get
an error. Your game will have a few objects that must be named correctly, in order for them to be accessed this way.
Hopefully, you have been heeding the warning about which object names you may not change. In this section, you
will set up the functionality to keep track of whether the player is currently navigating through the scene or not in the
GameManager script. This way, the action objects can access it whenever their scripts are activated.