Collision with cube isn't working when Instantiate clone it

Hi guys, my first question on here, I’ trying to build a game where a cylinder rotates around and when it complete a rotation it adds 1 to the score. I tried doing this by adding a cube into the scene with the following script, so that when the cylinder collides with the cube it adds one to the score.

var scoreText: GUIText;
private var score : int;
var counter: GameObject;

function Start(){
//counter2 = GameObject.Find("Score");


 score = 0;
 
 UpdateScore();
}

// Destroy everything that enters the trigger
function OnTriggerEnter ( Collider ) {
	if(gameObject.tag == "Pick")
	
//for (var x = 0; x > 1; x++){
	collider.enabled = true;
	Instantiate(counter, Vector3(42.50991, 5.041063, 34.19414), Quaternion.identity);	

	Destroy(counter);
		score = score + 1;
 		UpdateScore();
//	}	
		
}

function UpdateScore (){
	scoreText.text ="Count: " + score;
}

The problem I’m having is that when the cube is instantiated it loses it collision and stops adding to the score. Any help would be appreciate, been trying to do this for a couple of days.

Have you put your cube in a prefab? does the prefab have all the components it’s supposed to have? (Collider and your script) and do you instantiate the right prefab if you have multiple ones?

Instanitate outside the TriggerEnter ( How can a GO start a trigger if it was never created? )
use a temporary variable to hold your newly created GO ( var newGO = Instantiate(...);)

Well seriously it actually came in a dream that I was being way to complicated. I didn’t need to instantiate cube at all or destroy anything or spawn spawn anything.

All I needed to do to achieve what I wanted was just add the score script to a cube and then setting cube collision to trigger and counted the number of times my object spun around.