C# destroy specific inactive->active game objects?

so, this problem seems a little bit more complex then just destroying stuff.
just to summ it up a little.

I instantiate an object which is not in the scene when pressing a button.
Now I want to destroy it, but not only buy just checking for collision and then destroy everything, but only this specific game object. like stone scissor paper.

I created this:

using UnityEngine;
using System.Collections;
using attackColide;

public class attackAI : MonoBehaviour {
	public GameObject Player;


	// Use this for initialization
	void Start () {
		GameObject.FindGameObjectsWithTag ("PlayerAttack");
	}
	
	// Update is called once per frame
	void Update () {

	
	}
	void OnTriggerEnter(Collider other)
	{

		if (other.gameObject.name == "PlayerLive") // destroys player live
		{
			Destroy (other.gameObject);
			Debug.Log("You Lost");
	
		}
		if (other.gameObject.name == "PlayerAttack") { // destroys player attack
						Destroy (other.gameObject);
						Debug.Log ("Attack failed");
				}

	}
	void DetectObject() {

				Player = GameObject.Find ("PlayerLive");
				//PlayerAttack = GameObject.Find ("PlayerAttack");
				
		}
}

Actually it works for “PlayerLive” but not for “PlayerAttack”. Player live is placed in the scene before starting the game, but PlayerLive not.

I tried to look for the “Tag” of PlayerAttack (the object) in the starting condition and in the debug I get it shown, but somehow this code don´t find it.

Anyone knows some hints?

Set a variable on top GameObject PlayerAttack;

Store your instantiated object in an array or a variable then destroy it whenever you need. For example :

GameObject obj = (GameObject)Instantiate(objectName, objectPosition, objectRotation);

if (/* I'm done */)
{
    Destroy(obj);
}

if (other.gameObject.name == “PlayerAttack(Clone)”) { // destroys player attack
Destroy (other.gameObject);
Debug.Log (“Attack failed”);
}

I don´t know why, but I debugged the objective names and it came out that the spawned object is called “PlayerAttack(Clone)”

With that the above code detects and destroys specific objects that got instantiated