Ninja fruit - code correct but bomb missing

Updated: I have reviewed part of the tutorial but still cannot get the bomb to appear when play is clicked. To avoid long unnecessary stories, I am putting a screenshot of what the tutorial show and what I have. The codes (scripts) have been left out as I won’t know what you experts want to check. You can request for the entire project if you have time. I have fixed 2019.2.0 so that although error messages appear on the status, it doesn’t affect the app at all. I’ve tested other apps and successfully created the .apk installation files and everything works well. Please see the screenshot of the bomb - shown in white box and my screen where the fruit spawner has the correct items filled. What do i need to check or edit?

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

public class FruitSpawner : MonoBehaviour
{
    public GameObject fruit;
    public GameObject bomb2;
    public float maxX;

    // Start is called before the first frame update
    void Start()
    {
        Invoke("StartSpawning", 1f);

    }

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

    }

    public void StartSpawning()
    {
        InvokeRepeating("SpawnFruitGroups", 1, 6f);

    }

    public void StopSpawning()
    {

        CancelInvoke("SpawnFruitGroups");
        StopCoroutine("SpawnFruit");

    }

    void SpawnBomb()
    {
        float Rand = Random.Range(-maxX, maxX);
        Vector3 pos = new Vector3(Rand, transform.position.y, 0);
        GameObject b = Instantiate(fruit, pos, Quaternion.identity) as GameObject;
        b.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, 15f), ForceMode2D.Impulse);
        b.GetComponent<Rigidbody2D>().AddTorque(Random.Range(-50f, 50f));

    }

    public void SpawnFruitGroups()
    {
        StartCoroutine("SpawnFruit");

        if (Random.Range(0,6) > 4)
        {
            SpawnBomb();

        }

    }

    IEnumerator SpawnFruit()
    {

        for (int i = 0; i < 5; i++)
        {

            float Rand = Random.Range(-maxX, maxX);
            Vector3 pos = new Vector3(Rand, transform.position.y, 0);
            GameObject f = Instantiate(fruit, pos, Quaternion.identity) as GameObject;
            f.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, 15f), ForceMode2D.Impulse);
            f.GetComponent<Rigidbody2D>().AddTorque(Random.Range(-50f, 50f));
            yield return new WaitForSeconds(0.5f);

        }
    }

}

in function SpawnBomb you spawn fruit,not bomb.

GameObject b = Instantiate(fruit, pos, Quaternion.identity) as GameObject;

replace fruit with bomb2.