problem with "instantiate" a clone

I have this script:

public class PikeableObjectRellat : MonoBehaviour
{

    public bool Pikeado = true;

    public GameObject AgarrarRuna;

    void Start()
    {
        AgarrarRuna = GameObject.Find("TextAgarrarRuna");

        AgarrarRuna.SetActive(false);
    }

    void OnTriggerEnter(Collider other)
    {

        if (other.tag == "VMExtra")
        {
            other.GetComponentInParent<RunaRellat>().ObjectoAPikear = this.gameObject;

            AgarrarRuna.SetActive(true);
        }
    }

    private void OnTriggerExit(Collider other)
    {

        if (other.tag == "VMExtra")
        {
            other.GetComponentInParent<RunaRellat>().ObjectoAPikear = null;

            AgarrarRuna.SetActive(false);
        }
    }

}

and this:

public class MisionesGuardadas : MonoBehaviour
    public GameObject SpawnRuna;
    public GameObject RunaKalharumSpawner;

public void Awake()
    {
        Instantiate(RunaKalharumSpawner, SpawnRuna.transform.position, SpawnRuna.transform.rotation);

    }

but when the object (clone) is instantiated, it does not find the object assigned in the original prefab, how do I do it?.

The original prefab contains the script “PikeableObjectRellat”

Error Clone: “NullReferenceException: Object reference not set to an instance of an object
PikeableObjectRellat.Start () (at Assets/Runas/Rellat/PikeableObjectRellat.cs:19)”

Depends what line 19 is. If it’s AgarrarRuna = GameObject.Find("TextAgarrarRuna"); then it doesn’t exist in the scene.

in fact, if there is an object that “cannot be found”, but I don’t understand, because the gameobject starts disabled, but the original prefab does recognize it, but the clone doesn’t