Detonator Issue

I am attempting to use Detonator for explosions in my game. I started off by testing that the explosion will work. In testing I used:

using UnityEngine;
using System.Collections;

public class LifeTime : MonoBehaviour {
	public float LifeSpan;
	public Transform boom;
	
	void Awake () {
		Invoke("DelayedDestroy", LifeSpan);
	}
	
	void DelayedDestroy() {
    	Instantiate(boom, new Vector3(0, 0, 0), Quaternion.identity);
    }
}

Works flawlessly. This is attached to a game object that has a rigidbody and nothing else.

Now in the game I have attached to a missile (game object) that has other items attached to it . The code I am using there is smaller but in scope is not much different. However I then made this a prefab. And there is where it breaks.

using UnityEngine;
using System.Collections;


public class HitTarget : MonoBehaviour {
	public Transform boom;

	void OnCollisionEnter(){
		Instantiate(boom, new Vector3(0, 0, 0), Quaternion.identity);
	}
}

Instead of waiting (lifespan =5) 5 seconds it waits till it hits.

Should be straight forward right? The error I am getting is kind of odd:

NullReferenceException
UnityEngine.Component.get_transform () (at C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/Editor/UnityEngineComponent.cs:21)
DetonatorFireball.UpdateFireShadow () (at Assets/Detonator/System/DetonatorFireball.cs:159)
DetonatorFireball.Explode () (at Assets/Detonator/System/DetonatorFireball.cs:195)
Detonator.Explode () (at Assets/Detonator/System/Detonator.cs:335)
Detonator.Start () (at Assets/Detonator/System/Detonator.cs:278)

I have asked about this in the past and no one was able to help.
Any help is appreciated.

Richard

Bump…really need to fix this issue.

Well if anyone comes across this, I was getting the same error with Detonator, and tracked it down to the current camera not being tagged as ‘MainCamera’.