Question by 
               joshdtjewer · Feb 05, 2019 at 06:13 PM · 
                instantiateprefabbuildprefabsinstantiate prefab  
              
 
              Prefabs not instantiating after build
Hello there, In my game I have two prefabs I want to instantiate at different times, as one spawns the other gets destroyed using it's tag. All of this works well in the editor but after I build the game it just will not instantiate my prefabs.
Here's a look at my code for spawning the prefabs:
 public class SpawnAndDestroy : MonoBehaviour, IDimensionSwap
 {
     [Header("DimensionObjects")]
     public GameObject Dimension001Objects;
     public GameObject Dimension002Objects;
     //[Header("Text")]
     //public Text dimension;
     [Header("NavMesh Stuff")]
     public NavMeshSurface surface;
 
     //private Stuff
     bool homeDimension;
 
     public void Start()
     {
         homeDimension = true;
     }
 
     public void Spawn()
     {
         if (!homeDimension)
         {
             Instantiate(Dimension001Objects);
 
             Destroy(GameObject.FindWithTag("Dimension002"));
 
             StartCoroutine(DoAfterTime(0.1f));
 
             //dimension.text = "Dimension 001";
 
             homeDimension = true;
         }
         else
         {
             Instantiate(Dimension002Objects);
 
             Destroy(GameObject.FindWithTag("Dimension001"));
 
             StartCoroutine(DoAfterTime(0.1f));
 
             //dimension.text = "Dimension 002";
 
             homeDimension = false;
         }
     }
 
     public IEnumerator DoAfterTime(float time)
     {
         yield return new WaitForSeconds(time);
 
         surface.BuildNavMesh();
 
         yield return null;
     }
 }
 
               And the Event System that calls it (though I know that's not the issues since I've tried just OnButtonDown in the SpawnAndDestroy script):
[System.Serializable] public class OnLeftClickEvent : UnityEvent { }
[System.Serializable] public class OnRightClickEvent : UnityEvent { }
public class EventClick : MonoBehaviour { public OnLeftClickEvent OnLeftClick = new OnLeftClickEvent();
 public OnRightClickEvent OnRightClick = new OnRightClickEvent();
 void Update()
 {
     if (Input.GetButtonDown("Fire1"))
     {
         OnLeftClick.Invoke();
         //Debug.Log("did i click?");
     }
     if (Input.GetButtonDown("Fire2"))
     {
         OnRightClick.Invoke();
         //Debug.Log("i clicked now what?");
     }
 }
 
               }
Thank you for any insight you may have!
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