Trouble with prefabs and activating each other's scripts

Hi,

I have an issue which I can’t seem to solve in regards to prefabs knowing when other prefabs have been deleted.

As an example I have a game manager that spawns 100 cubes. Each cube has a script attached that spawns a sphere above it when it spawns. Both cubes and spheres are prefabs. So far so good, we have 100 cubes with 100 sphere above them.

Now each sphere has a script attached that destroys it when it is clicked on. What I would like is for each of the cubes to then know that the sphere above it has been destroyed and spawn another one.

The trouble is that I can’t seem to send a message to the cube below to let it know the sphere above had been destroyed.

I’ve tried the following:

  1. Childing the sphere - can;t as both are prefabs and it gives an error
  2. Actually getting the cube to shoot an invisible ball to check if the sphere is there - memory issues
  3. numbering prefabs - but this got messy and the numbers add up quickly to over millions - currently all instantiated prefabs have the (Clone) bracket next to them.

Using the latest 5.3.4 C#

I simply need to let the cube know when the sphere has been destroyed.

Thanks for your help.

Here’s some psudo-code:

void OnClick()
{ 
	Destroy(gameobject);
	if(gameobject == destroyed ){
		Spawn a new one!
	}
}