Here is a short script which is surprisingly simple, yet surprisingly powerful:
using UnityEngine;
using UnityEngine.Events;
[RequireComponent(typeof(Collider))]
public class TriggerArea : MonoBehaviour
{
public GameObject triggeredBy;
public UnityEvent TriggerEnter;
private void OnTriggerEnter(Collider other) {
if (other.gameObject == triggeredBy) {
TriggerEnter.Invoke();
}
}
}
What does this script do? When you add it to a game object with a collider which has "Is Trigger?" enabled (important!), you will see this in the inspector:

First you have a "Triggered By" field for a GameObject. Assign the object you want to detect, which is probably your Player.
The box below that is a collection of event actions. When you click the plus icon, then you can assign any method* of any components of any game object in your scene. And you can assign as many as you want. When those methods take parameters, then you can even state what values you want to pass to them.
Then, when the object you assigned enters the trigger-collider, all those methods will be called at once.
This allows you to do... basically anything you can think of. Activate objects, deactivate objects, play animations, play sounds, call your own methods of your own scripts... whatever. And you don't need to write a single additional line of code for that. You can do it all in the inspector. So it's a super designer-friendly script which enables level-designers without programming knowledge to create simple scripted events.
Want the event to trigger only once? Easy, then just assign GameObject.SetActive(false)
of the trigger area itself, so the trigger area just disables itself when triggering.
Here is an example use-case of this script which plays an audio clip, activates a previously deactivated monster, causes a door to open and then disables itself so it does not trigger again:

Happy jumpscaring!
* OK, most methods. It is limited to methods which take either no parameters or a single parameter that is either an elementary type or some kind of Unity Object. But that covers quite a lot.