Variable for specific gameobject

I’m doing a tornado effect with the objects having this script on move towards the tornado, then bounce back out of the tornado and destroy.

public static bool isClose = false;

public void OnTriggerEnter(Collider other)
    		if (other.gameObject.tag == "Tornado") {
    			isClose = true;
    			GetComponent<Rigidbody> ().AddRelativeForce (Random.onUnitSphere * 500);
    			Debug.Log ("isClose = True");
    			StartCoroutine ("Death");
    			//Explosion ();
    	public IEnumerator Death()
    		yield return new WaitForSeconds (3);
    		isClose = false;
    		Destroy (this.gameObject);

For now I just use a AddRelativeForce to make it bounce out of the tornado to a random direction.

If I remove the Destroy line in my Death to keep my objects and just let them fall to the ground, They all move in a weird way. It’s like all the objects with this script attached stop moving towards the tornado when isClose becomes true, but I want every object with this script to have it’s own isClose attribute.

Here’s what I have in my tornado script:

	private GameObject PullOBJ;
	public float PullSpeed;

	public void OnTriggerStay(Collider coll)
		if (coll.gameObject.tag == "Pullable") {
			PullOBJ = coll.gameObject;

			if (PullObject.isClose == false) {
				PullOBJ.transform.position = Vector3.MoveTowards (PullOBJ.transform.position, this.transform.position, PullSpeed * Time.deltaTime);

How can I do that?

It makes sense for 1 object, but if I have a couple of them with the same PullObject script on, they all move / stop moving together…

remove the static modifier from your isClose variable. That’s what makes it the same value for all instances of that class (script)