How to Destroy multiple object on one hit?

I’m use Raycast. when I’m touch the program destroy one object but my figer is hit 2 object

using UnityEngine;
using System.Collections;

public class create : MonoBehaviour
{

public GameObject prefab;

public float gridX = 33f;

public float gridY = 1f;

public float spacing = 2f;

public float startsize = 3.5f;
public float size = 1.0f;
public float resize;
private GameObject temp;
public int j;

Vector3 spawn_position;
//ConnectDB conDB = new ConnectDB();

void Awake(){
	//conDB.OpenConnect ();
}
void insert(string button_size, string status, string button_position, string hit_position)
{
	/*string sql = "INSERT INTO DEx1(ButtonSize, Status, ButtonPosition, HitPosition) VALUES ('"+ button_size +"','"+ status +"','"+ button_position +"','"+ hit_position +"')";
	Debug.Log("......"+sql);
	conDB.InsertEnrties (sql);*/
}
void Start() {
	size = 16;
			resize = startsize - (size * 0.2f);
	prefab.transform.localScale = new Vector3(resize,resize,0);
	for (int y = 0; y < gridY; y++) {
		for (int x = 0; x < gridX; x++) {
			spawn_position = new Vector3(x, 0, y) * spacing;
			Instantiate(prefab, transform.position +spawn_position, Quaternion.identity);

		}
	}


} 
void Update()
{
	int layerMask = 1 << 8;
	layerMask = ~layerMask;
	for (j = 0; j<Input.touchCount; j++){
		if (Input.GetTouch(j).phase != TouchPhase.Ended && Input.GetTouch(j).phase != TouchPhase.Canceled) {
			RaycastHit hit;
			Ray ray = Camera.main.ScreenPointToRay (Input.GetTouch(j).position);
			if (Physics.Raycast (ray, out hit,100)) {
				if (hit.collider.tag == "ITEM") {
					//insert("Size"+size, "CORRECT", spawn_position+"", hit.point+"");
					Destroy(hit.collider.gameObject);
				}
			}
		}
	}
}
void destroyer(){

}
void spawning()
{

}

}

thank so much

Try using Physics.RaycastAll instead. Once you’ve got an array of all the colliders being hit by the ray, loop through and destroy them all.

RaycastHit[] hits;
hits = Physics.RaycastAll(transform.position, transform.forward, 100.0F);
for(int hitIndex = 0; hitIndex < hits.Length; hitIndex++)
{
   Destroy(hits[hitIndex].collider.gameObject);
}