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Dynamic Enemy Spawner & Swarm AI (Prefabs, Triggers, & Bug Fixes) This 24-minute session is essential: we replace the old, static "enemies on rails" with a dynamic Enemy Spawner System and Swarm AI. We cover C# setup for wave timing, using Trigger Areas to launch enemy prefabs, and the complex logic of moving enemies toward the player while implementing terrain avoidance. Crucially, you'll see the real-world debugging of enemies running through walls and the problem solving using Prefab Variants. 🚀 Chapter Markers (The AI Warfare Breakdown): 0:00 - Cold Hook: Why We DITCHED Enemy-On-Rails [cite: 147, 148] 0:22 - *System Overview:* Spawner Trigger & Spawn Points [cite: 138, 154] 2:27 - Code Review: EnemySpawner.cs (Serialized Fields & Coroutines) [cite: 173, 178] 4:01 - Bug: Enemies Running Through Terrain 4:18 - *Enemy AI States:* Attack, Idle, Disengage [cite: 185] 5:05 - AI Conflict: Attack vs. Terrain Avoidance Logic [cite: 195, 201] 6:42 - Live Test 1: Enemies Spawning and Wall Glitches [cite: 215, 216] 7:40 - *CRITICAL FIX:* Creating & Placing Prefab Variants [cite: 227] 12:50 - Live Debug 2: Fixing the Late Trigger Issue [cite: 333, 336] 18:23 - Spawn Point Troubleshooting (Moving them out of the wall) [cite: 341, 345] 21:54 - Final Thoughts: Dynamic Spawner vs. Enemy-on-Rails [cite: 409] --- 🔥 Join the Daily Journey: Subscribe: Never miss a daily dev log as I build this game! Full Game Playlist: Coming Soon... Unity Keywords: #EnemySpawner #SwarmAI #UnityAI #PrefabVariant #TriggerCollider #UnityCoding #GameDevBugFix