Proximity opens both of the door instead of 1

My proximity is supposed to open 1 door different
But instead it does open both of the doors
Door :

local ProximityPromptService = game:GetService("ProximityPromptService")

-- Detect when prompt is triggered
local function onPromptTriggered(promptObject, player)
	  workspace.Sound.Playing = true 
	workspace.Door.Transparency = 1
	workspace.Door.CanCollide = false
	

end

-- Detect when prompt hold begins
local function onPromptHoldBegan(promptObject, player)

end

-- Detect when prompt hold ends
local function onPromptHoldEnded(promptObject, player)

end

-- Connect prompt events to handling functions
ProximityPromptService.PromptTriggered:Connect(onPromptTriggered)
ProximityPromptService.PromptButtonHoldBegan:Connect(onPromptHoldBegan)
ProximityPromptService.PromptButtonHoldEnded:Connect(onPromptHoldEnded)

Door 2 :

local ProximityPromptService = game:GetService("ProximityPromptService")

-- Detect when prompt is triggered
local function onPromptTriggered(promptObject, player)
	  workspace.Sound.Playing = true 
	workspace.Door2.Transparency = 1
	workspace.Door2.CanCollide = false
	

end

-- Detect when prompt hold begins
local function onPromptHoldBegan(promptObject, player)

end

-- Detect when prompt hold ends
local function onPromptHoldEnded(promptObject, player)

end

-- Connect prompt events to handling functions
ProximityPromptService.PromptTriggered:Connect(onPromptTriggered)
ProximityPromptService.PromptButtonHoldBegan:Connect(onPromptHoldBegan)
ProximityPromptService.PromptButtonHoldEnded:Connect(onPromptHoldEnded)

I’ve been using devhub for that script. Anyone know how to fix?

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Can you show us your proximity prompts in the Explorer?

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The problem is that “PromptTriggered” runs when ALL prompts are triggered. Either name the prompt something different and check if that is the correct one, or just use it when that singular prompt is triggered like so:

workspace.Door2.Prompt.Triggered(onPromptTriggered)
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what line should i write that?

Replace both of your scripts with these
(make sure both scripts are inside a proximity prompt)

local ProximityPrompt = script.Parent

-- Detect when prompt is triggered
local function onPromptTriggered(player)
	  workspace.Sound.Playing = true 
	workspace.Door.Transparency = 1
	workspace.Door.CanCollide = false
end

-- Connect prompt events to handling functions
ProximityPrompt.Triggered:Connect(onPromptTriggered)
local ProximityPrompt = script.Parent

-- Detect when prompt is triggered
local function onPromptTriggered(player)
	  workspace.Sound.Playing = true 
	workspace.Door2.Transparency = 1
	workspace.Door2.CanCollide = false
end

-- Connect prompt events to handling functions
ProximityPrompt.Triggered:Connect(onPromptTriggered)
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