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Question by matioma · Aug 18, 2016 at 02:32 PM · c#unityeditor

script doesn't work on a copy

Hi.I have a script.

 private GameObject notEnoughMoney;
     public GameObject centralBuildingBuyMenu;
     private GameObject dataBase;
 
     public bool pressButton;
     void Start () 
     {
         dataBase = GameObject.FindWithTag ("DataBase");
 
         gameObject.transform.GetComponent<SphereCollider>().radius =
                 dataBase.transform.GetComponent<AllObjectParameters> ().signActivationRange;
         centralBuildingBuyMenu = dataBase.transform.GetComponent<AllObjectParameters> ().centralBuildingBuyMenu;
         notEnoughMoney = dataBase.transform.GetComponent<AllObjectParameters> ().notEnoughMoney;
     }
     
     void Update () 
     {
         if(pressButton == true)
         {
             if (Input.GetKey (KeyCode.F)) 
                 if (dataBase.transform.GetComponent<AllObjectParameters> ().money 
                     >= dataBase.transform.GetComponent<AllObjectParameters> ().farmPrice) 
                 {
                 dataBase.transform.GetComponent<AllObjectParameters> ().money
                     -= dataBase.transform.GetComponent<AllObjectParameters> ().farmPrice;
                 transform.parent.GetComponent<CentralMechanics>().farm.SetActive(true);
                 gameObject.SetActive(false);
                 
                 }
                 else notEnoughMoney.SetActive(true);
                 
             if (Input.GetKey (KeyCode.B)) 
                 if (dataBase.transform.GetComponent<AllObjectParameters> ().money 
                     >= dataBase.transform.GetComponent<AllObjectParameters> ().barracksPrice) 
                 {
                 dataBase.transform.GetComponent<AllObjectParameters> ().money
                     -= dataBase.transform.GetComponent<AllObjectParameters> ().barracksPrice;
                 transform.parent.GetComponent<CentralMechanics>().barracks.SetActive(true);
                 gameObject.SetActive(false);
 
                 }
                 else notEnoughMoney.SetActive(true);
             if (Input.GetKey (KeyCode.T)) 
                 if (dataBase.transform.GetComponent<AllObjectParameters> ().money 
                     >= dataBase.transform.GetComponent<AllObjectParameters> ().towerPrice) 
                 {
                 dataBase.transform.GetComponent<AllObjectParameters> ().money
                     -= dataBase.transform.GetComponent<AllObjectParameters> ().towerPrice;
                 transform.parent.GetComponent<CentralMechanics>().tower.SetActive(true);
                 gameObject.SetActive(false);
                 
                 }
         }
         centralBuildingBuyMenu.SetActive(pressButton);
     }
 
     void OnTriggerEnter(Collider col)
     {
         if (col.gameObject.tag == "Player") 
         {
             pressButton = true;
             centralBuildingBuyMenu.SetActive(pressButton);
             Debug.Log ("hmm");
         }
     }
     void OnTriggerExit(Collider col)
     {
         if (col.gameObject.tag == "Player") 
         {
             centralBuildingBuyMenu.SetActive(pressButton);
             pressButton = false;
             Debug.Log ("Damn");
         }
     }
 }

The Problem is that if i interact with the first object everything works fine,however, when i try to interact with second gameobject this part is executed.

 void OnTriggerEnter(Collider col)
     {
         if (col.gameObject.tag == "Player") 
         {
             pressButton = true;
                     Debug.Log ("WTF");
  }}

and the line

 centralBuildingBuyMenu.SetActive(pressButton);

is ignored totaly.This is the only ignored thing and i don't understand why.All gameObjects are absolutely the same (they care made by Ctrl+C and Ctrl+V).

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