Ray casting
While we can detect collisions between the player character's collider and a collider that fits the door object, a more appropriate method may be to check for when the player character is facing the door we are expecting to open and is within a certain distance of this door. This can be done by casting a ray forward from the player's forward direction and restricting its length. This means that when approaching the door, the player needn't walk right up to it — or bump into an extended collider — in order for it to be detected. It also ensures that the player cannot walk up to the door facing away from it and still open it — with ray casting they must be facing the door in order to use it, which makes sense.
In common usage, ray casting is done where collision detection is simply too imprecise to respond correctly. For example, reactions that need to occur with a frame-by-frame level of detail may occur too quickly for a collision to take place. In this instance, we need to preemptively...