I have an object pool set up to instantiate 30 clones of a button. See images below... As time goes on, the game then activates these buttons and they then position themselves at the top of the screen and fall down to the bottom. The user needs to tap on them to deactivate them before they hit the bottom of the screen. My problem here is when I use gameObject.SetActive(false) in the script that holds each buttons OnClick method, it deactivates ALL of the buttons in the pool. I want to only deactivate the button that the user has clicked on. I have tried using getSiblingIndex() to find the index that the button is in and then disable that index value, but since my buttons are prefabs, I cannot access the siblingIndex value from my InstantiateMeteor script.