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Question by sid4 · Aug 15, 2016 at 03:44 PM · prefabsanimationsinstantiationclones

my instantiation /prefab of dan wont play death animations like orignal dan

I want to instantiate a wave of the "dan" gameobjects and have this script but the animation wont play at kill time, I used the original gameobject dan as a prefab but what am I doing wrong in this script? I want them to die and be identical to the original dan gameobject but they aren't the same exactly when they die they don't play animations as original dan and keep in mind I cloned the original dan as a prefab so they should be alike

script is below

 #pragma strict
 
 var dan: GameObject;
 var spawnValues : Vector2;
 var danCount : int;
 var spawnWait : float;
 var startWait : float;
 var waveWait : float;
 
 function Start () {
     SpawnWaves ();
 
  }
 function SpawnWaves () {
     yield WaitForSeconds (startWait);
     while (true)
     {
         for ( var i : int= 0; i < danCount; i++)
         {         
 
    var spawnPosition : Vector2 = new Vector2 (Random.Range (0, Screen.width), Random.Range (0, Screen.height)); 
    //var spawnPosition : Vector2= new Vector2 (Random.Range (-spawnValues.x, spawnValues.x), spawnValues.y);
     var spawnRotation : Quaternion= Quaternion.identity;
     Instantiate (dan, spawnPosition, spawnRotation);
     yield WaitForSeconds (spawnWait);
      }
    yield WaitForSeconds (waveWait);
     }
 }
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avatar image sid4 · Aug 14, 2016 at 12:04 PM 0
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the original dan does work and play the death animation correctly but the clone/prefabs aren't working at all they just disappear on death

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