I prefer that enemy health bars don’t clutter the scene, so I suppress their appearance until damage is taken
The key lines are in EnemyHealthBar.Start
canvas = GetComponentInParent<Canvas>();
canvas.enabled = false;
and in EnemyHealthBar.Update
canvas.enabled = (health < 1) ? true : false;
Also, I found that the bars would rotate to weird angles. Removing the following line in EnemyUI.LateUpdate seems to fix the problem.
` transform.rotation = Quaternion.LookRotation(cameraToLookAt.transform.forward);
That is a very cool workaround for nesting prefabs.