Something terribly wrong with the new imported Enemy asset

The new assets with boosters seem to be corrupted. In the first place, when I imported it did not overwrite the existing prefab, as shown in the video.

Secondly the new Enemy asset does have booster particles, but none of the scripts to make it work. To fix this add Components containing the Enemy Damage and Enemy Movement scripts. I am able to get it to work by by dragging the new Enemy GO as a second child under Enemies (along with the original), and am able to get a moving and spawning enemy. However, if I try remove the original Enemy GO the new GO only spawns once. Does anyone have any suggestions?

Ok - Forget about everything above. Heres how I finally solved this - hope this helps someone else.

If the new asset doesn’t automatically change as in the training video - heres what eventually worked. Suggest you run version control first.

The new Enemy asset will be in the Assets - Prefabs (plural) folder. Open this folder to see the new enemy asset. Add EnemyDamage and EnemyMovement scripts as components. In the Hierarchy select Enemies GameObject. Note Enemy Prefab box in the Inspector. Drag the new Enemy Asset into this box. Hope this helps others.

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im pretty frustrated because i already imported and didnt source control. I got it working the only thing is the hit and death particles dont snap onto the prefab. ill prob figure it out or just put it on the prefab myself.

edit. nvm he shows the rest in the video

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