help with scripting combo points

hello all, i’m building a 2d game, and i have balloons randomly spawning on the screen which will be popped with the user taps/clicks them. i wanted them to overlap and not collide as they have rigidbody2d and colliders attached and i used this code to ensure that they do not collide :

function Start () {
	Physics2D.IgnoreLayerCollision(9,10, true);

this works great, and the items overlap instead of colliding. i would like however that when two or more balloons overlap each other and are popped (touched/clicked) at the same time they do a combo and the combo effect prefab is spawned at that point where the multiple balloons were popped.

i have this code added to each balloon prefab (there are four different balloons each with different a different color).

var pop : GameObject;
var balloontype : GameObject;

function Update () {	
     if (Input.GetMouseButtonDown(0))
       var hitm : RaycastHit2D = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition),;
       if (hitm.collider != null && hitm.collider.gameObject == balloontype)
         Instantiate(burst, hitm.point, Quaternion.identity);
       	 Instantiate(pop, hitm.point, Quaternion.identity);
         Destroy (hitm.collider.gameObject);

and i would like to add some code which states that when two eyes are hit at the same time by the ray spawn the prefab with the combo animation in that area, and spawn only one, not two combo prefabs (one on each eye).

i cannot seem to figure out how to get this done… if anyone could help it would be greatly appreciated! thanks in advance!

take at look at using this, RaycastAll(), instead of raycast, you will then receive an array (of RayCastHit2D) for all the colliders it hits.

from there you can, first check the length of the array is greater than 1, from there check what types of balloons were hit.

finally if the balloon type is an “eye” more than once inside the array, spawn the combo prefab at the first collision location.

if you want me write out everything for you, just ask.