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Question by pavolH · Mar 01, 2017 at 08:28 PM · unity 5

Multiple objects deleted after one another

I have 6 cubes in the game that I want to deactivate after one another in a random order. When the code runs everything waits for 5 seconds like its supposed to but once the first cube is deleted all the rest go with it. Each of the objects is tagged "target" and the array list has 6 values. So the only issue should be in the IEnumerator logic

Here is the code:

 public Text displayMessage;
     public GameObject[] targets;
 
 
     void Start()
     {
         
         if (targets.Length == 0)
         {
             targets = GameObject.FindGameObjectsWithTag("target");
         }
         
     }
 
     // Update is called once per frame
     void Update () {
 
         displayMessage.text = ("BOx score" + userInfo.SessionBoxScore);
 
         StartCoroutine(deactivateObj(targets[1]));
 
 
     }
 
     private IEnumerator deactivateObj(GameObject obj)
     {
         
 
         int ran = Random.Range(0, targets.Length);
 
         obj = targets[ran];
 
         yield return new WaitForSeconds(5);
 
         if (targets[ran].activeSelf)
         {
           
             print("deactivated" + obj.name);
 
             obj.SetActive(false);
         }
 
         //Destroy(obj);
     }
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avatar image JeffHardddyyy · Mar 03, 2017 at 04:13 PM 0
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You have destroy(obj) out of the if function, making it destroy no matter what. $$anonymous$$aybe place it in a if statement ?

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