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Question by maracepoc · Jul 31, 2017 at 05:21 PM · raycastinputfieldclone

How do I not deactivate all clone's inputfields?

I attach the below scrip to my instantiated prefab (GameObject + myinputfield (child)). When I try to click on one of the instantiated prefab GameObject, myinputfield is deactivated correctly but this happens in all my clones. How can I deactivate just the input field of the GameObject I've hit with the Ray? Thank you!

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;

public class ClickToSee : MonoBehaviour { [SerializeField]

 public LayerMask gameobjectslayer;
 public GameObject myinputfield;








 void Update(){        
     if (Input.GetMouseButtonDown (0)) {
         RaycastHit rayHit; //we shoot  ray and hits

         //if the ray hits the gameobjects layer...
         if (Physics.Raycast (Camera.main.ScreenPointToRay (Input.mousePosition), out rayHit, Mathf.Infinity, newcubeslayer)) {

             myinputfield.SetActive (false);
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