Instantiated Prefab Animation Applying to All Instances

I’ve created a prefab for a UI element, which I instantiate and change the runtime animator controller to one that is selected by a different script. This is the code for creating the game object:

Vector3 position = healthTokenPrefab.transform.position + new Vector3(i * (stillFrame.rect.width + healthTokenPadding), 0, 0);
GameObject newObject = Instantiate(healthTokenPrefab, position, Quaternion.identity);

newObject.name = "Health Token " + i;

newObject.GetComponent<Animator>().runtimeAnimatorController = championHandler.Selected.healthTokenAnimator;
newObject.transform.SetParent(transform, false);

healthTokens.Add(newObject);

Then, when it’s time to delete the game object, I change the animation to the deletion animation, which deletes the element when it’s finished. This is the code for changing the animation:

healthTokens[i].GetComponent<Animator>().Play(healthDisappearAnim);
healthTokens.RemoveAt(i);

Initially, I just deleted the game object instead of playing an animation, and it worked fine. When I added the animation, though, it seems that every time the animation is run, it is run on all instances of the prefab. First, it plays on the instance I’m trying to delete. When the animation finishes on that one, it gets deleted and the animation plays on all the other instances and deletes them as well. What is causing this, and how do I fix it?

If it helps, this is the code to delete the game object, which is called as a behavior in the animation controller. This isn’t the problem, though, since this has nothing to do with the animation being started.

public class DeleteAfterAnimation : StateMachineBehaviour
{
    public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
        Debug.Log("Deleted " + animator.gameObject.name + " with animator " + animator.GetHashCode());
        Destroy(animator.gameObject, stateInfo.length);
    }
}

For those wondering in the future, I fixed the problem. It turned out I had a transition between the normal looped animation of the game object and its destruction animation. Dumb mistake on my part.