Trouble to instantiating objects animated

Good morning everyone!

I’m having a serious problem with prefabs being instantiated on the stage of Unity. Well, my prefab has an animated object, collider and a script when I put two prefabs instances of the same object, giving the play the animation of one of them (through the “Fire” and the utilies RayCaster) both start the animation , and I just clicked only one, remembering that each has only the object references and instances are individual, and should (according to my knowledge in OOP) be classified by Unity as objects separated.

For me this is very strange, because it would be the same thing that I create two cars of the same model and somehow they are connected, and that they should not.

The problem is that my game will have 200 of these squares animated on the screen and is not valid I run the animation of one and the others to follow.

Is there any way I can create a prefab that has an animation and a script, and when I instantiate the object it become independent?

Note: I performed some tests on other engines (Flash (AS3), XNA) and do not have this problem, I can instantiate several objects of the same class (obj) any without problem, the engine naturally recognized them as individual elements :!:

Please, I really need help!

You can control the animation via script, and you could control each individual script from the place where intantiation is called.

eg instantiate car, set its animation to on, instantiate car, set its animation to off, etc

Its just a thought, I havent done it

I’ve tried to do this, to no avail. He always when I call it an animation still running at the other instances.

Please help me with this item! = _ (

Regards! :frowning:

:arrow: Someone have a script that can to solve my problem?

Can you post the script you are already using to control the animations?