Hitting one trigger activates all triggers?

Hi everyone,

I’m making a maze game, and I have a button object that, when the player stands on it, sends another object a message to activate. For example, if the button is connected to a door, standing on the button sends a message to the door to open.

My code works, but it appears to trigger the code on every button I have in the scene, rather than just the one which was touched. Can anyone tell me what I’m doing wrong?

#pragma strict

// DEFINE VARIABLES
static var beingUsed : boolean = false;			// Is the device is currently being used?
var connectedTo : GameObject;					// When the progress bar hits 100%, what object is activated/deactivated?
}

function OnTriggerEnter(obj : Collider) {
	
	if (obj.name == "Player_Spy" || obj.name == "Player_Hacker")
		beingUsed = true;
		
}

function OnTriggerExit() {

	beingUsed = false;

}


function Update () {

	if (beingUsed)
		connectedTo.SendMessage("Activate", SendMessageOptions.DontRequireReceiver);
	else
		connectedTo.SendMessage("Deactivate", SendMessageOptions.DontRequireReceiver);

}

Don’t use static variables…static means there’s only one instance of that variable even if you have many objects.