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Question by SquaredUnicycle · Jun 14, 2021 at 11:12 PM · inspectorspawninghierarchyfollow player

Spawning + Following Player Script + Inspector

My scripts were working until I had to make prefabs for my spawn manager. Enemy objects follow the player and when they touch, the player dies. I made it so the enemy object spawns randomly in a certain playable area. Now whenever they spawn, they go directly into the player's original spawn point. Now I know it's because that's what the prefab is set at, however I cannot put the player object from the hierarchy to the empty slot in inspector. I played around with it a lot and I hit several dead ends. I'm sure it's not the script that makes the object follow the player as it works when I take it out of the spawn manager. I also do not think that it is an issue with the spawnmanager script however regardless I'll include just in case. There's definitely some disconnect I am having in inspector I figure, I just have no idea what

 public class SpawnManager : MonoBehaviour
 {
     public GameObject Evil;
     public GameObject Good;
 
     private float spawnRangeX = 25;
     private float spawnPosZ = 25;
 
     private float startDelay = 2;
     private float spawnInterval = 5f;
 
     // Start is called before the first frame update
     void Start()
     {
         Invoke("SpawnPlayer",0);
 
         InvokeRepeating("SpawnRandom", startDelay, spawnInterval);
     }
 
     // Update is called once per frame
     void SpawnRandom()
  
     {
         Vector3 spawnPos = new Vector3(Random.Range(-spawnRangeX, spawnRangeX), 1, Random.Range(-spawnPosZ, spawnPosZ));
 
         Instantiate(Evil, spawnPos, Evil.transform.rotation);
     }
     //Spawns enemy in random spots
 
     void SpawnPlayer()
     {
     Vector3 spawnPos = new Vector3(1, 1, 1);
     Instantiate(Good, spawnPos, Good.transform.rotation);
     }
     //spawns the player
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avatar image logicandchaos · Jun 15, 2021 at 11:32 PM 0
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are Good and Evil also classes? And can you also show your inspector?

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