Alright, I am beating my skull over this problem, and I just can't figure it out.
I'm making a tower defense type game, and you can build towers on any tree on the map. I put in my tree sprite, and control-drug the tree to create multiple yet identical trees on the map.
I then made it to where when the player avatar collides with a tree, it turns to 75% opacity (to show that tree is activated) and turns a buildable boolean to "true." I then made it to where when the player avatar is no longer overlapping "tree," opacity is set back to 100% and the boolean becomes "false."
You already see what I didn't, right? If you walk from one tree directly into another tree, BOTH trees activate because I never technically stopped overlapping "tree." In fact, if I don't actually leave the forest, and I walk from tree to tree, I can "activate" 20 different trees if I want, and none of them go back to 100% opacity because I never stopped interacting with "tree." I need to make all of the trees individual instances so when I move from tree to tree the boolean and opacity resets for the tree I just left.
Does this make sense?