Instantiating issues

Now the game I’m working on is supposed to spawn in enemies, which is done by instantiating a prefab. Now this all works fine, the issue is that when you try to kill one of the copies, only the original enemy is killed and deleted off the game, which means the copies doesn’t function. How do I fix it so you can only kill the copies and not the off-screen original that only serves as a prefab? (Script below)

//script for spawning in more enemies:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BotSpawner : MonoBehaviour
{
    public Rigidbody bot;
    public Transform spawnLocation;
    public EnemyController ec;
    public WeaponController wc;
    public AudioClip SwordHitSound;

    private void OnTriggerEnter(Collider other)
    {
        if(wc.IsAttacking == true && other.tag == "Weapon")
        {
            Debug.Log("Bot spawned!");
            Instantiate(bot, spawnLocation.position, spawnLocation.rotation);
            ec.IsClone = true;
            AudioSource ac = GetComponent<AudioSource>();
            ac.PlayOneShot(SwordHitSound);
        }
    }

//script for killing off enemies:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CollisionDetection : MonoBehaviour
{
    public WeaponController wc;
    public EnemyController ec;
    public AudioClip SwordHitSound;


    private void OnTriggerEnter(Collider other)
    {
        if(wc.IsAttacking == true && ec.IsClone == true && other.tag == "Enemy")
        {
            ec.GetComponent<EnemyController>().die();
            AudioSource ac = GetComponent<AudioSource>();
            ac.PlayOneShot(SwordHitSound);

        }
    }
}

//script for turning enemies into ragdolls and then deleting them off the game:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class EnemyController : MonoBehaviour
{
    public bool IsClone;

    // Start is called before the first frame update
    void Start()
    {
        setRigidbodyState(true);
        setColliderState(false);
        IsClone = false;
    }

    // Update is called once per frame
    void Update()
    {
       
    }

    public void die() 
    {
            GetComponent<Animator>().enabled = false;
            setRigidbodyState(false);
            setColliderState(true);
            Destroy(gameObject, 5f);
    }


    void setRigidbodyState(bool state)
        {
            Rigidbody[] rigidbodies = GetComponentsInChildren<Rigidbody>();

            foreach(Rigidbody rigidbody in rigidbodies)
            {
                rigidbody.isKinematic = state;
            }
        GetComponent<Rigidbody>().isKinematic = !state;
        }

    void setColliderState(bool state)
        {
            Collider[] colliders = GetComponentsInChildren<Collider>();

            foreach (Collider collider in colliders)
            {
               collider.enabled = state;
            }
        GetComponent<Collider>().enabled = !state;
    }
}
[CODE]

Line 80 destroys the GameObject that this script is on. That doesn’t seem correct.

Line 20 returns a reference to what was created… usually one keeps track of that in order to destroy it in the future.

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong: