I’ve been trying to figure out this nullexception for the past few hours and I can get rid of it if I keep the [SerializeField] WaveConfig waveConfig in EnemyPathing and assign a wave to each Enemy prefab, but I know there’s a way to not hard code it in there like how it works in the example videos. I’m not really sure what I’m missing.
Also the NullReferenceException is called in the update as its spamming the console.
NullReferenceException: Object reference not set to an instance of an object
EnemyPathing.Move () (at Assets/Scripts/EnemyPathing.cs:37)
EnemyPathing.Update () (at Assets/Scripts/EnemyPathing.cs:22)