Destoy only the current instantiated gameobject

Hello, I’m instantiating an object called bullet from a different script. It’s a very simple script and I’m trying to destroy the current instantiated bullet after 5 seconds. Here is what I’ve come up with so far:

Destroy(gameObject, 5);

However, when this runs every bullet copied is destroyed and I can no longer instantiate that object any longer.

How can I destroy only the current gameobject instead of all instances of that instantiated gameobject?

Add a script something like this to your bullet

	void Start () {
		Invoke("destroy", 1.0f);
	}

	void destroy () {
		Destroy (gameObject);
	}

Alternatively,you can make a stack of your bullets and perform more complex functions.
Hope this helps :slight_smile:

Edit:The complete scripts will look like these:-

The creator script(Attach on some permanent Gameobject like camer or plane)

using UnityEngine;
using System.Collections;

public class creator : MonoBehaviour {

	public GameObject cube , spawner;
	// Use this for initialization

	void Start () {
		InvokeRepeating("CreatePrefab", 1.0f, 1.0f);

	}

	void CreatePrefab() {
		GameObject newCube = GameObject.Instantiate (cube);
		newCube.transform.position = spawner.transform.position;
	}
	// Update is called once per frame

}

The destroyer script:
(Attach on the bullet)
using UnityEngine;
using System.Collections;

public class destroyer : MonoBehaviour {

	// Use this for initialization
	void Start () {
		Invoke("destroy", 5.0f);
	}

	void destroy () {
		Destroy (gameObject);
	}
}

A simple script attached on the bullet prefab can do that
IEnumerator Start () {
yield return new WaitForSeconds(5f);

        Destroy(gameObject);
	}

All you have to do is replace the start fuction of the bullet with the above code or you can create a fuction
like this and call it from start function:
void Start(){
StartCoroutine(DestroySelf());
}

IEnumarator DestroySelf(){
        yield return new WaitForSeconds(5f);
        Destroy(gameObject);
}

Make sure the above code is attached on the bullet prefab and not on the object you use to instantiate the bullets. Hope that helps.