I am working on a simple game where the goal is to help a Player catch specific objects with a tag "Present".

After taking care of the models, animations I am now working on the collisions and counting UI.

For the collisions, on my Player Controller (I am using the ThridPersonUserController from the player [Unity Standard Assets](https://assetstore.unity.com/packages/essentials/asset-packs/standard-assets-for-unity-2017-3-32351) - which simplified the whole animation process), I added the following functions:

```
    void OnCollisionEnter(Collision other)
    {
        if (other.gameObject.tag == "Present")
        {
            Destroy(gameObject);
            count = count - 1;
            SetCountText();
        }
    }

    void SetCountText()
    {
        countText.text = "Count: " + count.ToString();
        if (count == 0)
        {
            winText.text = "Thanks to you the Christmas will be memorable!";
        }
    }

```

However, like this, when the Player hits an object with the tag "Present", even though the counting is working properly, the player disappears.

I have tried to change the `OnCollisionEnter` to an `OnTriggerEnter`, like this:

```
    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.CompareTag("Present"))
        {
            Destroy(gameObject);
            count = count - 1;
            SetCountText();
        }
    }

```

However when the Player hits the objects with the tag "Present", they don't disappear.

My Player has a Capsule Collider and a Rigidbody.

The objects with the tag "Present" have a Box Collider and a Rigidbody.

Any guidance on how to make my Player stay in scene while removing the other objetcs and reducing the count is appreciated.