Sure :)I had the following setup:Spatial > MeshInstance1 > MeshInstance2 > StaticBody > CollisionShapeI had a script attached to the MeshInstance1. Call that script "CabinetScript".In the main scene, I had a player with a ray, which also had a script, call it "RayScript"."RayScript" sent a signal, when the CollisionShape was detected by the ray. This signal was caught in the "CabinetScript".I have also renamed the Spatial to cabinet, cabinet1, cabinet2, etc. in the main scene.With the signal I sent the ID of the object detected by the ray. So, when I printed out this ID in the "CabinetScript", it printed out all the IDs of the cabinets' MeshInstance1s.It seems that the signal was sent to all of the cabinets. This was solved when I attached the script to the MeshInstance2 instead of the MeshInstance1. I also put a part in the script which checks whether the ID sent with the signal is the same as the ID of the script's owner object. When attached to the MeshInstance1, it printed out the IDs of all the cabinets, but when attached to the MeshInstance2, it printed out just the ID of the owner object.When the script is attached to the Meshinstance2 and I check whether the received ID is the same as the owner object's ID, it works just fine. If i don't check the ID, all of them opens.Thats it, hope it helps someone in the future.EDIT: Attaching the script to the MeshInstance2 had to be done, because I set up the "RayScript" to send the ID of the MeshInstance, which had the StaticBody attached to it.