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Question Destroying all gameobjects while intending to only destroy the one being interacted with

Discussion in 'Scripting' started by downfieldtoast, Mar 27, 2023.

  1. downfieldtoast


    Oct 3, 2021
    My issue is that each gameobject is running off the same interaction script so when the destroy function is being called on one object, all the other objects with the same script attached get destroyed, all the code being used is attached below.

    InteractableItem : MonoBehaviour

    public Item item;
    void Update()
    if (itemPickupable == true && Input.GetKeyDown(KeyCode.E))
    void PickUp()
    Debug.Log("Picking up " +;
    bool wasPickedUp = InventoryCode.instance.Add(item);

    if (wasPickedUp)
    Destroy(gameObject, 1);

    public class InventoryCode : MonoBehaviour
    #region Singleton

    public static InventoryCode instance;

    private void Awake()
    if (instance != null)
    Debug.LogWarning("Multiple inventory instance");
    instance = this;


    public List<Item> items = new List<Item>();
    public int space = 2;

    public bool Add (Item item)
    if (items.Count >= space)
    Debug.Log("Inventory full");
    return false;
    return true;

    public void Remove (Item item)

    public class Interactor : MonoBehaviour
    void FixedUpdate()
    int layerMaskNPC = 1 << 6;
    int layerMaskItem = 1 << 7;

    RaycastHit hit;

    if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, 5.0f, layerMaskNPC))
    interactable = true;
    interactable = false;

    if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, 5.0f, layerMaskItem))
    itemPickupable = true;
    itemPickupable = false;

    I am 90% certain that the issue arises in the PickUp void and I think I just need a way to differentiate between each object but as I am new (half of the code is a mesh between my own stupidity and Brackeys tutorials) I don't know how I would go about implementing this. Also all booleans are handled in a different script.
  2. MartinMa_


    Jan 3, 2021
    Use code tag
  3. Kurt-Dekker


    Mar 16, 2013
    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags:

    Time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is <-- my bet is here
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as

    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: or this answer for Android:

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    When in doubt, print it out!(tm)

    Note: the
    function is an alias for Debug.Log() provided by the MonoBehaviour class.