I guess that the problem is that a script is attached to the mob itself, in which the animator of the mob is connected.
how can this be fixed?
are you creating an instance from a prefab right?
how are you “copying” the gameobject?
If that’s not the case, then create a enemy the way it should be… then create a Prefab and use:
Instantiate(enemyPrefab, location, Quaternion.Identity);
where prefab is a GameObject. You can Define it like this:
[Serializable] private GameObject enemyPrefab;
and location is a Vector3 for the position of the new instance.
for reference go to: