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Question by game91 · Jun 26, 2014 at 04:38 PM · prefabdestroyprefabs

Object.Destroy destroying all prefabs

Hello-

I've been working on a script for a 2D game I've been working on, but when I call the destroy function, it destroys all of the prefabs, not just the one want destroyed. The script is below. Thanks!

 #pragma strict
 
 var detonationsprite1: GameObject;
 var detonationsprite2: GameObject;
 var detonationsprite3: GameObject;
 var detonationsprite4: GameObject;
 var detonationsprite5: GameObject;
 var detonationsprite6: GameObject;
 var spritechooser: int;
 static var score: int;
 
 function Update () {
 
 print(score);
 //for debugging purposes only
 
     if (Input.GetButton ("Fire1")){
         TapFunction();
         //initialize tapfunction
     }
 }
 
 function TapFunction(){
     spritechooser = Random.Range(1,6);  // Randomly selects a detonationsprite to use
     if(spritechooser == 1){
         Instantiate(detonationsprite1, transform.position, transform.rotation);
     }
     if(spritechooser == 2){
         Instantiate(detonationsprite2, transform.position, transform.rotation);
     }
     if(spritechooser == 3){
         Instantiate(detonationsprite3, transform.position, transform.rotation);
     }
     if(spritechooser == 4) {
         Instantiate(detonationsprite4, transform.position, transform.rotation);
     }
     if(spritechooser == 5){
         Instantiate(detonationsprite5, transform.position, transform.rotation);
     }
     if(spritechooser == 6){
         Instantiate(detonationsprite6, transform.position, transform.rotation);
     }
     
     Destroy (gameObject); // Delete Brainmonster sprite
     score += 1;  // Tally score
 }
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Answer by Jeff-Kesselman · Jun 26, 2014 at 04:39 PM

I would guess you have this script on your prefab.

Therefor, all instances have it.

Therefor all instances respond to the key press and destroy themselves.

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