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Question by jaguilar0047 · May 21, 2018 at 05:49 PM · scripting problemaiscore

Plz Help, Score/Kill counter and Enemy Movement

So i am making a game but my Enemies will not follow my Player once i create a Prefab and insert them in my Timed Spawner code. I have no idea how to fix this and i can't find any tutorials that will work. My starting out Enemies work and follow my avatar but the Spawner ones don't, and i would like to create a C# script that will affect my UI to move up one point per kill. If someone can help me solve these problems plz help using System.Collections; using System.Collections.Generic; using UnityEngine;

public class TimedSpawn : MonoBehaviour {

 //public GameObject spawnee;
 //  public bool stopSpawning;
 // public float spawnTime;
 //   public float spawnDelay;

 // void Start()
 //  {
 //      InvokeRepeating("SpawnObject", spawnTime, spawnDelay);
 //  }

 //  public void SpawnObject()
 // {
 //     Instantiate(spawnee, transform.position, transform.rotation);
 //    if (stopSpawning)
 //   {
 //  CancelInvoke("SpawnObject");
 // }
 //   }

 public GameObject spawnee;
 public Transform player;
 public bool stopSpawning;
 public float spawnTime;
 public float spawnDelay;

 void Start()
 {
     InvokeRepeating("SpawnObject", spawnTime, spawnDelay);
 }

 public void SpawnObject()
 {
     var newObject = Instantiate(spawnee, transform.position, transform.rotation);

     var newObjectMove = newObject.GetComponent<NPCMove>();

     newObjectMove.destination = player;

     if (stopSpawning)
     {
         CancelInvoke("SpawnObject");
     }
 }

}

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avatar image jaguilar0047 · May 21, 2018 at 05:52 PM 0
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This is my Enemy movement Scrpit

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI;

public class NPC$$anonymous$$ove : $$anonymous$$onoBehaviour {

 [SerializeField]
 Transform _destination;

 Nav$$anonymous$$eshAgent _nav$$anonymous$$eshAgent;
 internal Transform destination;



 // Use this for initialization
 void Start()
 {
     _nav$$anonymous$$eshAgent = this.GetComponent<Nav$$anonymous$$eshAgent>();

     if (_nav$$anonymous$$eshAgent == null)
     {
         Debug.LogError("The nav mesh agent component is not attached to " + gameObject.name);
     }
     else
     {
         SetDestination();
     }
 }

 public void SetDestination()
 {
     if(_destination != null)
     {
         Vector3 targetVector = _destination.transform.position;
         _nav$$anonymous$$eshAgent.SetDestination(targetVector);
     }
 }

 public void Update()
 {
     SetDestination();
 }

}

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