Devlog Entry – Bug Fixes and Prefab Adjustments


Today was focused on resolving several critical bugs. The primary issue was that spawned objects were not being destroyed as expected, and a specific ghost/enemy object in the scene caused the spawning process to halt when destroyed. Upon investigation, it was discovered that the ghost/enemy prefab did not have its Circle Collider 2D component set as a trigger. Enabling this option rectified the spawning issue. Additionally, the prefab was correctly assigned to the EnemySpawner script in the SpawnPoint component of the Inspector, rather than using the ghost object in the hierarchy.

The previous issue from September 17, concerning enemy spawning and pathfinding, was also addressed with the assistance of my unit coordinator. It was found that the spawned enemies were targeting the Elf/Player prefab instead of the active Elf/Player object in the hierarchy. Correcting the reference resolved this problem, allowing enemies to appropriately target and follow the Elf/Player object.

This afternoon, I began setting up scripts for the player health component and enemy attack interaction, as well as the exit scene animation to transition to the next level. For now, the scene will reset until the next scene is in development.

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