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Question by Karabasium · Oct 21, 2017 at 02:27 PM · 2dinstantiatehit

Prevent instantiated objects to get mouse hit

Hi guys! I'm very new in Unity. Sorry for a dumb question.

I'm trying to create a very simple 2d game. Here is a script component of a prefab called "monster" I just create 2 instances of this prefab and trying to detect who is clicked (later I'm going to add hitpoints and subtract them). But I stuck already here in this very simple situation. Problem is that I see that BOTH my monster receive hit. Both of them play the animation "hit".

public class monsterManager : MonoBehaviour { private Animator anim;

 void Start () {
     anim = GetComponent<Animator>();
 }
 
 void Update () {
     if (Input.GetButtonDown("Fire1"))
     {
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction, Mathf.Infinity);
         if (hit)
         {
             Debug.Log(this.gameObject.name);
             anim.SetTrigger("hit");
         }
     }
 }

}

That's my gameManager code where I instantiate my monsters:

public class GameManager : MonoBehaviour {

 public static GameManager instance;

 [SerializeField]
 private GameObject monster;    

 void Awake()
 {
     MakeSingleton();
 }
 void Start()
 {
     GameObject monster1 = Instantiate(monster, new Vector3(0, 0, 0), Quaternion.identity);
     GameObject monster2 = Instantiate(monster, new Vector3(5, 0, 0), Quaternion.identity);
 }

 void Update()
 {
  
 }

 void MakeSingleton()
 {
     if (instance != null)
     {
         Destroy(gameObject);
     }
     else
     {
         instance = this;
         DontDestroyOnLoad(gameObject);
     }
 }

}

Monsters are not overlapped! They clearly separated, I'm sure completely. Do I understand correctly that EACH instantiated game object has his OWN script? They are not shared. Are not they? I'm asking because in my situation it looks like a triggering event for all objects when at least one gets the mouse event.

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