Score counter system 2nd script and ball a little problem

Hello guys,

I’m sorry for bother you with “maybe” stupid question but I couldn’t find an answer.

So I’m about to make a soccer game but I have a little problem with Score counter.

I have a Ball Script which count a scores for me however I would like to transfer it to another empty separated gameObject with script called GameController. - I mean that separated gameobject GameController will count all scores after Ball collides with Nets.

I tried to call function OnTriggerEnter2D on GameController script however It didn’t worked. So I think I need some help with that.

Ball script :

void OnTriggerEnter2D(Collider2D trigger)
    {
		if (trigger.name == "playerNet")
        {
			enemyScore += 1;
            enemyScoreText.GetComponent<Text>().text = enemyScore.ToString();
        }
		else if (trigger.name == "enemyNet")
        {
			playerScore += 1;
            playerScoreText.GetComponent<Text>().text = playerScore.ToString();
        }
        if (trigger.gameObject.tag == "Goal")
        {
            sound[2].Play();
        }
	}

and I have one more question. so I have made a script for a delayed spawn with

    void OnTriggerEnter2D(Collider2D trigger)
    {
        if (trigger.tag == "Puck")
        {
            Destroy(trigger.gameObject);
            StartCoroutine("Respawn", 1f);
        }
    }
    IEnumerator Respawn(float spawnDelay)
    {
        yield return new WaitForSeconds(spawnTime);
        GameObject puck = Instantiate(Puck, spawnPoint.position, spawnPoint.rotation) as GameObject;
    }
}

So everything works here great, ball is spawning as a clone from full loaded prefab, all components are assigned but the problem is that the ball(clone) count only 1 point for each of player not more.

That’s mean Ball doesn’t count more than 1:1…

Thanks for your help guys ! I appreciate that !

no help?

Please guys…