@sampattuzzi in case you haven’t figured it out already, the reason the stats all reverted to Health, as discovered near the end of the video, is because earlier you changed the TraitBonus
field stats
to stat
and didn’t add a FormerlySerializedAs
attribute to link the new serialization name with the old one, so Unity treated it as a new field and set it to the default value (Health).
This is one of my bugbears about Unity in that it’s possible to break things like this without any kind of warning.