Destroys object and it's clone (it's just supposed to destroy the clone)

So ive been trying to fix this problem for a while now and i can’t manage to fix it

My problem is that in one of my scripts that destroys an object, it will destroy the object and a clone of that object when destroyed. I’ve been trying to just make it destroy the clone only

So what happens, in one of my script, a white button is spawned (instantiated from an object that’s already in the hierarchy) so it spawns that object clone.

using UnityEngine;
using System.Collections;

public class WhiteClick : MonoBehaviour 
{
	public GameObject buttonManagerObject;
	private ButtonManager buttonManager;
	public GameObject whiteButton1;
	public GameObject whiteButton2;
	public GameObject whiteButton3;
	public GameObject whiteButton4;
	public GameObject whiteButton5;
	public GameObject whiteButton6;
	public GameObject whiteButton7;
	public GameObject whiteButton8;
	public GameObject whiteButton9;

	// Use this for initialization
	void awake ()
	{

	}

	void Start () 
	{
		buttonManager = buttonManagerObject.GetComponent<ButtonManager> ();
	}
	
	// Update is called once per frame
	void Update() 
	{
			if (buttonManager.destroyWhiteButton1 == true) {
				Destroy (whiteButton1);
			}

			if (buttonManager.destroyWhiteButton2 == true) {
				Destroy (whiteButton2);
			}

			if (buttonManager.destroyWhiteButton3 == true) {
				Destroy (whiteButton3);
			}

			if (buttonManager.destroyWhiteButton4 == true) {
				Destroy (whiteButton4);
			}

			if (buttonManager.destroyWhiteButton5 == true) {
				Destroy (whiteButton5);
			}

			if (buttonManager.destroyWhiteButton6 == true) {
				Destroy (whiteButton6);
			}

			if (buttonManager.destroyWhiteButton7 == true) {
				Destroy (whiteButton7);
			}

			if (buttonManager.destroyWhiteButton8 == true) {
				Destroy (whiteButton8);
			}

			if (buttonManager.destroyWhiteButton9 == true) {
				Destroy (whiteButton9);
			}


	
	}

	void OnMouseUp ()
	{
		Debug.Log ("Game Over");
		//go to highscore menu
	}
}

Now in this script, it’s supposed to make the "whiteButton#'s clone disappear, but leave the normal object there (i only want the clone to be destroyed so i can instantiate more clones from that object later on. and i can’t do that if there’s no object to use to instantiate more)

i’ve tried also adding in the WhiteClick’s if statement:

buttonManager.destroyWhiteButton# = false; //# = what number button (its not actually # in the code)

(so it doesnt infinitely destroy the buttons)
if i add this statement, it will destroy the object, but it will leave the clone alone

What could i do to make it so it destroys the clone and not the object?
Thanks in advance!

Try looking for the object by name eg…

if(hit.collider.gameObject.name == whiteButton(clone))

and destroy that object. It will only destroy the clone and not the original

:slight_smile: