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Question by SmashDivine · Jan 08, 2017 at 09:57 PM · destroymouseclickinstantiate prefab

Destroying object at raycast 2D causes unrelated object to be destroyed

In my game the user can spawn instantiated versions of 2 prefabs with mouse clicks: tiles and balls. The balls can be spawned over the tiles.

The user can also erase objects which have been spawned. This is achieved by placing the following code in a if(Input.GetMouseButtonDown(0))) block of the update method:

  Vector3 mousePos = Input.mousePosition;
  mousePos.z = canvas.transform.position.z;
  Vector3 mousePosTrans = Camera.main.ScreenToWorldPoint(mousePos);
  RaycastHit2D rayHit = Physics2D.Raycast(mousePosTrans, Vector2.zero);
  if (eraserSelected)
  {
      Destroy(rayHit.collider.gameObject);
  } 

The objects intended for deletion are being deleted, but the problem is that other unrelated and distant objects are sometimes also simultaneously deleted. For example, If I spawn 2 squares and a ball on each square, then delete the first ball, when I go to delete the first square the second ball is simultaneously deleted. Sometimes when an object is deleted another object is simultaneously "un-deleted"!

Objects are spawned with the following code:

 TileOrBall obj = (TileOrBall) Instantiate(tileOrBall, pos, Quaternion.identity);
 obj.transform.SetParent(canvas.transform);

where TileOrBall is the class of the objects being spawned and tileOrBall is a reference to one of the two prefabs from this class.

So is there something wrong with the approach I'm taking to object spawning or destruction? How can I solve the simultaneous deletion (and sometimes resurrection) of distinct objects when trying to destroy an instance of these objects?

Thanks!

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