It's late but for some peoples who dig a bit with google :
The best solution here is to create a GameObject and a Textmesh for all letters with one parent GameObject, then your register in a KeyManager all letter you spawn and everytime you press a key you look into this KeyManager to get the letter GameObject to SetParent(null) and shoot the letter away
You can spawn easily this hierarchy with a script where you give a string as a parameter
public class KeyManager : MonoBehaviour
{
List<GameObject> ListOfSpawnWord = new List<GameObject>();
public void EjectLetterIfExist(string a_letter) {
foreach (GameObject currentGameObject in ListOfSpawnWord) {
GameObject letterToKickAway = currentGameObject.transform.Find(a_letter+"_GO").gameObject;//get the GameObject you want kick away
if (letterToKickAway != null)
{
letterToKickAway.transform.SetParent(null);
letterToKickAway.GetComponent<Rigidbody2D>().AddForce(new Vector2(-1, 0) * 100);
}
}
}
public void AddSpawnedWord(GameObject a_gameobject)
{
ListOfSpawnWord.Add(a_gameobject);
}
}