Problem deleting object

I’ve copied a script that delete an object when you press it.

using UnityEngine;
using System.Collections;

public class OnTouch : MonoBehaviour {
	private RuntimePlatform platform = Application.platform;
	public GameObject MainCamera;
	void Start() {
		MainCamera = GameObject.FindWithTag ("MainCamera");
	}
	void Update(){
		transform.Translate (Vector3.down * MainCamera.GetComponent<CameraScript>().vel * Time.deltaTime);
		if(platform == RuntimePlatform.Android || platform == RuntimePlatform.IPhonePlayer){
			if(Input.touchCount > 0) {
				if(Input.GetTouch(0).phase == TouchPhase.Began){
					checkTouch(Input.GetTouch(0).position);
				}
			}
		}else if(platform == RuntimePlatform.WindowsEditor){
			if(Input.GetMouseButtonDown(0)) {
				checkTouch(Input.mousePosition);
			}
		}
	}

	void checkTouch(Vector3 pos){
		Vector3 wp = Camera.main.ScreenToWorldPoint(pos);
		Vector2 touchPos = new Vector2(wp.x, wp.y);
		Collider2D hit = Physics2D.OverlapPoint(touchPos);

		if(hit){
			//hit.transform.gameObject.SendMessage("Clicked",0,SendMessageOptions.DontRequireReceiver);
			Debug.Log ("Pressed");
			MainCamera.GetComponent<CameraScript> ().point += 1 * (int)MainCamera.GetComponent<CameraScript> ().vel;
			Destroy (this.gameObject);
		}
	}
}

When i duplicate this object and i click the copied object only the last one is destroied, but if I click the original object both the object are destroied

Your script has a behavior that should be attached to a single gameobject in the scene as it is using the mouse position to find the object that is hit.

On the other hand there is logic that has to be executed on the hit object: Destroy(gameObject).

You can either:

  1. Add a check to the hit logic to make sure yourself is the object that is hit

  2. Remove this script from the instantiated objects and add it to a single instance in the scene. Then change the destroy code to Destroy(hit.gameObject) to make it destroy the object you are pointing at.

I would highly suggest you go with option 2 as there is no need for each of the objects to perform a raycast.