I’m having the issue where i have a few prefabs set up as collectables with a (seemingly) simple collectables script, when the player collides with a collectable, it modifies a value based on tag of the collectable (that part works) then calls the deactivate function. The issue im having is that if i have 2 or more collectables, only one goes away when i collide with any of them. I should note that the public gameobject gets the collectable prefab inserted from the inspector. I also tried doing this.SetActive(false); but get the error “script does not contain a definition for ‘setactive’”. Let me know if i need to include any more info, any help/insight will be appreciated.
(My browser is buggy and stangeioc is the only topic i can pick, ill update that when i can)
//Collectables script
public static CollectablesScript instance2;
public GameObject obj2;
void Awake () {
MakeInstance();
}
void MakeInstance()
{
if (instance2 == null)
{
instance2 = this;
}
}
public void Deactivate()
{
obj2.SetActive(false);
}